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Alchemist |
| Skill: |
Transmute |
| Weapon: |
Short swords, knives |
| Armor: |
Basic, robes |
| Requirements: |
Level 2 chemist |
Alchemist are exceptionally skilled chemists and mages, who have learned to use the items in their inventory, and the seemingly impotent minerals in their surroundings, to create different effects. A clever alchemist can create almost any effect he desires by appropriately utalizing the metals in his surroundings, and the items in his inventory. An even more clever alchemist may even learn how to create gunpowerder.
Basic Skills (Transmute):
| Combine |
Combine any two items from your inventory for a variety of different effects. |
| Withdraw |
Draw metal from surrounding rocks and soils out, and add it to your inventory. |
| Materialize |
Draw out mineras in the surrounding earth and/or from your inventory to create weapons and armor on the spot. |
|
Archer |
| Skill: |
Charge |
| Weapon: |
Bow-n-arrow, crossbow |
| Armor: |
Basic |
| Requirements: |
Level 2 fighter |
Archers are warriors who have masterd the basic techniques involving bows and crossbows.
Additionally, many archers learn how to channel energy into the arrows they fire, using the 'charge' skill. The damage one of these arrows does increases with the amount of time an archer ueses the 'charge' skill on it.
Basic Skills (Charge):
| Charge + 1 |
Spend 1 turn casting 'charge' on an arrow. |
| Charge +2 |
Spend 2 turns casting 'charge' on an arrow. |
| Charge +3 |
Spend 3 turns casting 'charge' on an arrow. |
...yeah, it just keeps going like that. All the way up to:
| Charge +20 |
Spend 20 turns casting 'charge' on an arrow. |
| Speed Save (counter) |
Raise speed when attacked. |
| Equp Bow (equip) |
Equip bows and shoot arrows, even if not an archer. |
|
Assassin |
| Skill: |
Use Arm |
| Weapon: |
Has the 'any weapon' ability |
| Armor: |
Light armor |
| Requirements: |
Level 8 thief, 8 monk, 8 sniper, 8 lancer, 8 ninja, 8 samurai, and 8 dark knight (good luck with that) |
Only very few people possesses the patience, perserverence, and free time needed to get fulfill all the requirements needed to enter the 'assassin' class. Fewer still possess the power, dedication, stealth, and cruelty needed to master the dreaded assassin techniques...so you can imagine how mad the people who fulfull all the requirements and then can't master the skills get. Hopefully they don't get too made though, attacking that assassin's guild hall is suicide, let me tell you...
Assassins are trained to use every concieveable kind of weapon (plus the ones that they just make out of household objects whenever they're in a pickle).
Their ninja background trains them to use two weapons at once ('dual wield'), and to hurl objects with deadly accuracy, not to mention training them to move quickly and blend in with their surroundings. Their background as theives grants thems the stealth skills they need to sneak into even the most heavily-guarded of places.
Assassins know a great deal about the body. Their background as snipers gives them detailed knowledge of where the best places on a person's body to aim at are, and their background as monks gives them intimate knowledge of how to best use their own bodies (not to mention ensuring that they have trememdous experience with hand-to-hand combat). Their background as lancers teaches them how to jump to incredible heights, even if weighed down by heavy plate armor...which they don't wear, but the point remains.
Their background as samurai ensures that they will know how to draw out the hidden potential in their weapons ('draw out' skill), and be able to use them well. And finally, their background as dark knights give them access to a wide variety of swordskills, as well as a few wizard skills.
In a nutshell, not the kind of poeple you want to be messing with.
Basic Skills (Use Arm):
| Switch Stick |
Casts 'stop' on one enemy. Works 100% of the time, unless the target is wearing an object that expressly protects against 'stop.' |
| Stop Bracelet |
A close range technique that instantly kills an opponent by stricking at specific pressure points. |
| Allure |
Charms members of the opposite sex. Works 100% of the time, unless the target is wearing an object that expressly protects against 'charm.' ...Or if he's just too ugly for the assassin to want to charm him. |
| Ultima |
Powerful magic spell that has a very wide range, but also a very small area of effect. Hurts targeted foe(s)...a lot. |
| Dual Wield (equip) |
Wield two weapons at once. |
| Any Weapon (equip) |
Able to use any weapon, regardless of class. |
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Bard |
| Skill: |
Sing |
| Weapon: |
Instruments (harps, lupes, etc.) |
| Armor: |
Basic, robes |
| Requirements: |
Level 4 mediator, level 4 summoner |
Although somewhat out of place on the battlefild, bards can be a big help to warriors.
They have the ability to encourage and protect allies by channeling magic through their songs. Because their powers work on all allies who hear their music, bard abilities have very wide - often even unlimited - range, and, thusly, generally work on all allies at once.
Basic Skills (Sing):
| Life Song |
Restores a small bit of health to all allies (unlimited range). |
| Mage Song |
Restores a small bit of magic to all allies (unlimited range). |
| Quick Song |
Increases all allies' ct to 100 (unlimited range). |
| Fly (equip) |
Allows bards to fly over obstacles using...umm...the power of music? |
|
Beast Master |
| Skill: |
Tame |
| Weapon: |
Bow-n-arrow, crossbow, ax, knives |
| Armor: |
Basic |
| Requirements: |
Level 8 hunter |
Beast Masters are tough warriors who roam the wilds.
Their talents extend from their uncanny ability to survive in even the most desolate and dangerous of areas. They are very in touch with the wilds, and are able to tame and summon beasts. Incidentally, they are also exceptional hunters.
Basic Skills (Tame):
| Tame Creature |
Attempt to tame a monster into becomming an ally (no, it doesn't work on humans...nice try though). |
| Summon Creature |
Summon an allied creature to assist you. |
| Trailblazer (equip) |
Move easily through marshlands and thickets. |
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Berserker |
| Skill: |
Berserk |
| Weapon: |
Great ax, zanbateau |
| Armor: |
Light armor |
| Requirements: |
Level 5 beast master |
Berserkers are hard core melee types. Their 'berserk' abilities help raises stats, but they can only use it on themselves. The standard berserker strategy is to madly boost one's own stats, and then charge into the enemy horde like a man insane! ...Or a man gone berserk, anyway.
Well if you're looking for a caster then this isn't your class. Berserkers are traditionally bad at casting and defending against magic. As such, a healer should be close at hand to help out a berserker who finds himself on the wrong end of an elemental spell. But there's no arguing with a berserker's huge attack power and physical defense after he's cast a few 'berserk' abilities.
A berserker with the 'charge' skill equipped is also quite formidible. Granted his moves will be much slower, as they require time to charge, but a berserker's high physical defense and hp will often let him get away with this, provided no one casts anything on him..
Also, if a berserker has the 'distribtion' (calculator) ability on him, then any 'berserk' spell he casts on himself will also effect all of his allies, but the damage he takes will also be divided up amongst his allies.
Basic Skills (Berserk):
| Accumulate |
Attack +1 (cumulative, lasts until the end of the battle). |
| Yell |
Speed +1 (cumulative, lasts until the end of the battle). |
| Willpower |
Defense +1 (cumulative, lasts until the end of the battle). |
| Scream |
Brave +10, speed +1, attack +1, magic +1 (cumulative, lasts until the end of the battle). |
| Great Ax (equip) |
Enables warriro to equip a 'great ax' regardless of his class. |
| Great Sweep (counter) |
When attacked, sweep around with equipped weapon to send the enemy flying. |
|
Blue Mage |
| Skill: |
Blue Magic |
| Weapon: |
Rod, knives, short swords |
| Armor: |
Robes |
| Requirements: |
Level 3 beast master |
Blue mages are an interesting bunch. They have no spells, except that they can instantly learn any spell that is cast on them. Once you hit a blue mage with a spell he instantly learns it, and will, in all likelyhood, then proceed to...you know, cast it back at you.
Natrually, to pull this off blue mages must have relentlessly high magical defense. And that they do. They also have exceptionally high magic attack power, but are genenerally lacking in attack power and physical defense. To fully take advantage of a blue mage's abilities, it is best to equip him or her with the 'white magic' or 'black magic' skill so that he is not just completely helpless while he's taking hits to learn new spells.
Basic Skills (Blue Magic):
| Enemy Skill |
Learn and use spells that have been cast on you. |
| Counter Magic (counter) |
Got hit by a spell? Well counter with the same one...yes even if you don't know it. Also, if an ally casts a healing spell on you, you'll counter by healing him or her back. Two-for-one deal! |
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Brawler |
| Skill: |
Blitz |
| Weapon: |
None (barehand) |
| Armor: |
Basic |
| Requirements: |
Level 5 thief |
Except for the monk class, brawlers are the strongest barehand fighters around. Their 'blitz' skills are excellent for inflicting melee damage.
Barwlers have high attack power, high defense, high speed, but low magic power and magic defense. Needless to say giving them magic abilities is not going to be too useful. Also, they must be fighting barehanded in order to use thier 'blitz' techniques. This somewhat limits the number skills sets that work well with them, but there are a few. 'Charge,' 'punch art,' 'jump,' 'throw,' 'snipe,' 'battle skill,' and 'berserk' are some good choices.
Basic Skills (Blitz):
| Beat Rush |
Close range melee damage to one enemy. |
| Summersault |
Close range melee damage to one enemy, sends him flying. |
| Suplex |
Grabs an enemy, jumps up, and slams him down headfirst causing heavy melee damage (does not work on flying enemies, or on spectacularly large enemies). |
| Aura Bolt |
Close range melee, holy damage to one enemy. |
| Meteor Strike |
Close range melee damge to one enemy, sends him flying. |
| Air Blade |
Wind damage against a row of enemies (linear). |
| Burning Rave |
Fire damgae to adjacent enemies. |
| Meteo Barret |
Charge forward. Enemies that you pass through recieve fire damge (linear). |
| Different Beat |
Heavy melee damage to a single target. |
| Bum Rush |
Dash around and attack all enemies in range (wide range). |
|
Brood Knight |
| Skill: |
Splice |
| Weapon: |
Sword, short swords, katana, grat sword, spear, javalin, daggar |
| Armor: |
Light armor, plate armor |
| Requirements: |
Must be a Brood clan member |
The basic class of warriors amongst the Brood tribe (consisting entirely of humans who can change into dragons). Members of the Brood tribe have dragon genes withing them, which they can splice together at will to transform into several different types of dragons. Brook knights are able to use basic dragon powers while in human form, and channel them into their sword techniques.
Basic Skills (Splice):
| Accession |
Splice the dragon genese within yourself together, and transform into various different types of dragons. |
| Fire Strike |
Strike enemy with sword; fire element. |
| Ice Strike |
Strike enemy with sword; ice element. |
| Bolt Strike |
Striek enemy with sword; lightning element. |
| Holy Strike |
Strick enemy with sword; holy element. |
| Bonebreaker |
Attack at fixed intervals. |
| Command Dragons |
Tame dragons into becomming allies. |
|
Calculator |
| Skill: |
Math Skill |
| Weapon: |
Battle dictionary |
| Armor: |
Robes, light armor |
| Requirements: |
Level 4 priest, level 4 wizard, level 3 oracle, level 3 time mage |
Ok, keep this in mind because it's important: calculator skills are useless unless you combine them with another skill.
Math skills are all well and good, but they don't help much if you can't attack with them. So why get a claculator? Why, to combine his math skills with other skills of course!
Consider this: you give a calculator the 'black magic' skill (or give a wizard the 'math skill' ability), and you want to cast 'fire.' Normally 'fire' has a small range and a small area of effect. However, if you have the 'CT' 'math skill' and the '3' 'math skill,' then you can use it to make the 'fire' spell hit every enemy on the field who's current CT is divisible by 3, regardless of the spell's usual range or area of effect. This can be done with 'ct,' 'exp,' 'levels,' and 'height' that are in divisible by 3, 4, 5, or a prime number (provided you learn all of the 'math skills'). This makes a spell caster very powerful, and gives him almost unlimited range and unlimited area of effect for his spells.
This massive increase in range can be done with all 'black magic,' 'white magic,' 'holy magic,' 'red magic,' 'time magic,' 'yin/yang magic,' 'phantasm,' 'truth' (although they strike randomly, so you're never quite sure which enemeis are going to get hit), and some 'blue magic' abilities. Needless to say, a caster with 'math skills' is a very powerful ally.
Calculators also have some lovely equip abilities which makes spellcasting and evading much easier. 'Damage split' is also an excellent counter ability, as it is unblockable.
Calculators also have the 'distribution' ability, which allows all allies to share in stat bonuses that are cast on him. Doing this, however, decreases how long the spells last. ...Unless, of course, a calculator had the 'berserk' ability, and he were to share the stat-boosting abilities (and remember that he can only use 'berserker' spells on himself) which last for the entire battle, and creates an army of super stat-boosted allies to effortlessly crush enemy opposition...he...hehe...hehehe...MUAHAHAHAHAHAHA!
Basic Skills (Math Skill):
| CT |
Math skill to calculate CT. |
| EXP |
Math skill to calculate EXP. |
| Level |
Math skill to calculate level. |
| Height |
Math skill to calculate height. |
| Prime Number |
Guides selected spells in prime numbers. |
| 5 |
Guides selected spells in multiples of 5. |
| 4 |
Guides selected spells in multiples of 4. |
| 3 |
Guides selected spells in multiples of 3. |
| Calculate Trajectory (equip) |
Calculate the angle a ranged weapon or spell needs to be fired at in order to hit a target. Increases accuracty with ranged weapons. |
| Calculate Speed (equip) |
Calculate how fast something needs to move, or how long it needs to be charged, in order to achieve a desired result. Decreases CT requirement for spells and special attacks. |
| Calculate Potency (equip) |
Calculate how powerful something needs to be to get a job done. Decreases mp requierment for spells. |
| Predict Trajectory (equip) |
Dodge ranged weapons and spells by predicting where they are going to hit, or where the area of effect is going to be, and getting out of the way. Boosts evasion. |
| Distribution (equip) |
When a calculator is hit by a healing spell, the amount of hp recovered will be divided evenly amongst all allies. A shield or support spell can also be disupted, by the length of time it lasts will be greatly decreased (unless it's the kind of support magic - 'berserk' skill - that lasts the entire battle. If a calculator is damaged, the amount of damage he recieves will be divided evenly amongst all allies. |
| Damge Split (counter) |
Counterattack by damaging an enemy. Damage = damage inflicted on you / 2 (unblockable). |
|
Chemist |
| Skill: |
Item |
| Weapon: |
Knives |
| Armor: |
Basic |
| Requirements: |
None |
Warriors that specialize in items. Standard stuff. The chemist job's main use is that it acts as a gateway to a great deal of other useful classes, including 'wizard,' 'priest,' 'summoner,' 'necromancer,' 'mesmer,' and 'engineer.'
Basic Skills (Item):
| Item |
Use healing items in inventory. A chemist is generally able to hurl these items a great distance if necessary (actually it has been suggested that only the ninja class has a better throwing ability than the chemists...). |
| Throw Item (equip) |
Able to throw items, even if not a chemist. |
| Auto Potion (equip) |
Counter attacks by using a potion (weakest avaliable on in your inventory) on youerself (consumes potions, won't work if you're out of potions). |
|
Cleric |
| Skill: |
Holy Magic |
| Weapon: |
Rod, staff |
| Armor: |
Robes |
| Requirements: |
Level 4 priest |
Clerics possess some of the finest shield and support spells around. Spells like 'barrier,' 'm'barrier,' and 'wall' do are excellent for defending allies against enemy firepower and melee attacks. Spells like 'regen' help keep allies on their feet, even when the going gets tough and they're having trouble finding someone to heal them.
But by far the most impressive cleric spell is 'auto life.' This spell causes incredibly powerful healing magic to seep into an ally. When an ally suffers a shoud-be-fatal wound, this impotent healing magic will become potent, and burst forth, healing whatever would was supposed to have killed him. If an ally's neck is cut, the healing magic will zoom through him, and heal his neck, all before his head has time to fall off, or his blood has time to burst forth from the wound.
This is useful because a) it keeps an ally from dying, and b) it totally freaks out whatever enemy cut the head off. I mean, he sees the head not fall of off, and he's like "waaahhh...?" And then the guy who was supposed to die jumps up and hits him. Haha, good times...
Oh! But it only works once per casting, so be careful not go die twice in a row.
Basic Skills (Holy Magic):
| Barrier |
Places a magic shield over an ally that drastically reduces damage from enemy melee attacks. |
| M'Barrier |
Places a magic shield over an ally that drastically reduces damage from enemy magic attacks. |
| Wall |
Places a magic shield over an ally that drastically reduces damage from enemy melle and magic attacks. |
| Shield |
More impressive version of the 'wall' spell. |
| Reflect |
Reflects enemy spells. |
| Regen |
Gradually recovers an ally's health over time, for as long as the spell is in effect. |
| Auto Life |
Saves an ally form dying (once per cast). |
| Auto Regen (equip) |
Have regen in effect all the time. |
|
Dance |
| Skill: |
Dance (duh) |
| Weapon: |
Cloth |
| Armor: |
Basic, robes |
| Requirements: |
Level 4 geomancer, level 4 lancer (females only). |
There are countless secret rituals and spells that can be invoked through the art of dance. A dancer who knows how to invoke these rituals can be a powerful ally on the battlefield. Rituals invoked by dancers generally have a very wide area of effect, and some even have unlimited range. A dancer could be a mile away from the battle field, do a 'witch hunt' dance to drain mp from the enemy wizards, and then her melee allies could charge in before their chemist and/or alchemist have time to create 'ethers' to recover the wizards' lost mp. Being a mile away from the battle, said dancer probably won't even get hurt.
Dancers generally have low physical attack power (they use cloth as weapons, what did you expect?) and their physical defense is often lacking (although you can tip this balance a bit by giving a dancer the 'equip armor' ability), but they do tend to have high magic attack, and magic defense. Equipping a dancer with the 'white magic,' 'black magic,' or 'summon' ability is often useful.
Also, if you give a dancer the 'battle skill' ability, she can use her cloth to break enemy armor...I'm not sure how that works exactly, but it is funny.
Basic Skills (Dance):
| Witch Hunt |
Saps mp out of all enemies (unlimited range). |
| Wizanibus |
Damages all enemeis (unlimited range). |
| Nameless Dance |
Casts sleep, confuse, poison, and slow on all enemies (unlimited range). |
| Last Dance |
Lowers the CT of all enemeis to 0 (unlimited range). |
| Fly (equip) |
Allows dancers to fly over obstacles. |
|
Dark Knight |
| Skill: |
Dark Sword |
| Weapon: |
Sword |
| Armor: |
Medium, heavy armor |
| Requirements: |
Level 8 knight, level 4 necromancer |
Dark knights are well-armored melee characters who incorporate the dangerous art of shadow magic into their swordskills. Their 'dark sword' skills are powerful, but you have to be careful which ones you cast on undead enemies...
Dark knights have high attack power and defense,
and fair magic power and magic defense. Since not all of their skills are useful against the undead, it is often useful to equip them with something that is, such as the 'white magic' (priest) or 'light sword' (paladin) skills.
Whatever you give them, however, bear in mind that dark knights must have a non-ranged bladed weapon equipped in order to use their 'dark sword' skills, so avoid unarmed skills like 'punch art.'
Basic Skills (Dark Sword):
| Dark Sword |
Drains a large amout of hp form one enemy, and gives it to the caster. However, if used against an undead enemy, it will drain hp from the caster and give it to the undead target. |
| Night Sword |
Drains all mp from enemy, and gives it to the caster. However, if used against an undead enemy, it will drain all of the caster's mp and give it to the undead target. |
| Dark Wave |
Deals dark damage (linear range) to targets. Deals minor damage to the user. |
| Shadow Walk (equip) |
Move through allies and enemies when walking. |
|
Divine Knight |
| Skill: |
Mighty Sword |
| Weapon: |
Sword |
| Armor: |
Medium, heavy armor |
| Requirements: |
Level 8 knight, level 8 monk, level 8 mercenary |
No, divine knights are not actually divine, it's just an expression. I.e. "you dance divinely darling!" or "that sword technique was simply divine!" or "that man did a divine - albeit, somewhat barbaric - job of defeating those enemies with his 'mighty sword' technique(s)!" Just wanted to make sure everyone understands that.
Anyway, divine knight take the swordskills that they learn as knights and mercenaries, and then, as monks, learn how to use their inner chakra and energy to project them over a distance. Their 'mighty sword' abilities inflict damge over a distance, and are infused with the intention of breaking the target's equipped items. A divine knight can inflict massive damage on enemies, and break their armor at the same time.
But there is one small problem...
If an enemy is not actually wearing any armor, then the technique will miss. 'Shelbust stab,' for example, will not effect a target that is not wearing armor over his chest (so monks are off the hook). To put it simply, 'mighty sword' techniques generally work on humans.
Thusly, it is generally prudent to equip a divine knight with a second set of skills that work on non-humans. Divine knights have very high attack power, high defense, and fair magic power and magic defense. A good way to take advantage of this is to equip a divine knight with skills like 'dark sword,' 'light sword,' 'jump' (lancer), or 'draw out.'
Whatever you give them, however, keep in mind that divine knights need to have a non-ranged bladed weapon equipped in order to use their 'mighty sword' abilities, so avoid unarmed skills like 'punch art.'
Basic Skills (Mighty Sword):
| Shelbust Stab |
Deals damage to one enemy, breaks armor (will miss if target is not wearing any chest armor). |
| Blaster Punch |
Deals damage to one enemy, breaks helmet (will miss if target is not wearing a helmet). |
| Starbust Stab |
Deals damage to one enemy, breaks weapon (will miss if target does not have a weapon equipped, if a target has more than one weapon equipped both will be broken, does not destroy shields). |
| Ironbust Stab |
Deals damage to one enemy, breaks shields (will miss if target is not wearing a shield). |
| Icewolf Bite |
Deals damage to one enemy, breaks accessory (will miss if target is not wearing an accessor). |
| Humiliation Flay |
Deals damage to one enemy, destroys underware (will miss if target is not wearing underware...so if it doesn't work on a human, the other humans will usually figure out he's not wearing underware and laugh at him anyway). |
|
Dragonair |
| Skill: |
Dragon Magic |
| Weapon: |
Lance, partisan, javalin, swallow |
| Armor: |
Medium, heavy armor |
| Requirements: |
Level 8 lancer |
Ok, first off, dragonairs have a lot of hp. I mean...wow! They also have very high attack power, high defense (complemented by their ability to equip heavy armor), very high magic power, and high magic defense.
While dragonairs can not actually transform into dragons like the Brook can, they have discovered how to use the energy in their bodies to immitate dragon abilities. As such, dragonairs generally have deep kinships with dragons, and know a great deal about how to tame and care for them (more so, even, than most beast masters). Dragonairs and dargons always fight very well together in battle.
Basic Skills (Dragon Magic):
| Fire Bracelet |
Attack enemies with fire breath (four directions, linear). |
| Ice Bracelet |
Attack enemies with ice breath (four directions, linear). |
| Thaunder Bracelet |
Attack enemies with lightning breath (four directions, linear). |
| Smoke Breath |
Casts 'blind' on enemis (four directions, linear). |
| Poison Breath |
Casts 'poison' on enemis (four directions, linear). |
| Holy Bracelet |
Attack enemies with holy breath (deals very high damage - especially to the undead - and has a wide range - unlike the three previous spells - but is very innacurate). |
| Wyrm Spirit |
Attack enemies with fire magic. |
| Dragon Tame |
Turns targeted enemy dragon, wyrm, wavern, or hydra into an ally (100%). |
| Dragon Care |
Restores target ally's hp by sacrificing one's own. |
| Dragon Power Up |
Raises all of ally dragon's stats (lasts until the end of a battle). |
| Ride Dragon (equip) |
Able to mount and ride allied dragons. |
|
Dragon-
-
mancer |
| Skill: |
Advanced Splice |
| Weapon: |
Sword, short swords, katana, grat sword, spear, javalin, daggar |
| Armor: |
Light armor, plate armor |
| Requirements: |
Level 8 brood knight. |
A more powerful version of the brood knight. Dragonmances can preform the 'accession' ability with three genes at once, while the brood knight can only do two at a time. These give him access to a much wider variety of dragon transformations. Furthermore, dragonmancers have more powerful special abilities than the average Brood member.
Basic Skills (Advaned Splice):
Greater
Accession |
Splice the dragon genese within yourself together, and transform into various different types of dragons (a dragonmancer can use three genes at once, while a brood knight can use only two at once). |
| Blizzard |
Deals heavy ice damage to targeted enemies (wide range). |
| Myolinnier |
Deals heavy lightning damage to targeted enemies (small range). |
| Sirocco |
Deals heavy fire/wind damge to targeted enemies (very wide range). |
| Aura |
Deals heavy holy damage to one enemy. |
| Gambit |
Either deals a critical hit or misses one enemy. |
| Command Dragons |
Tame dragons into becomming allies. |
| Carry Accession (equip) |
Can use 'accession' (not 'greater accession') even if not a brood knight, or a dragonmancer. |
|
Engineer |
| Skill: |
Siege |
| Weapon: |
Gun |
| Armor: |
Basic |
| Requirements: |
Level 7 alchemist |
Engineers aren't particularly skilled fighters, but they have a lot going for them. They are the earliest class type that can equip guns, and their 'gadgetry' skills can inflict lots of damage, are usually long-ranged, and cost no mp (thought some of them do take time and require items). Also, keep in mind that gadgets that an engineer leaves lying around can be used by ally humans...but also by enemy humans.
One thing to keep in mind about engineers, however, is that every time they fire their gun they use up some of the gunpowder in their inventory. It is very helpful to keep a hefty stash of gunpower in your inventory, or else equip the engineer with the 'transmute' skill set, and keep the 'make gunpowder' skill handy...of course if you do that you'll have to then keep of hefty stash of stuff to make gunpowder out of and/or constantly look for places where you can 'withdraw' stuff to make gunpowder out of. Hmm...
Basic Skills (Siege):
| Reinforce |
Increases the defensive power of targeted ally's equipped armor. |
| Redesign |
Increases the attack power of targeted ally's equipped weapon. |
| Reverse Engineer |
Take apart any weapon or armor in inventory, and reduce it to its core components. |
| Build Catapult |
Build a catapult to launch projectiles at enemies (wide range). A catapult is a useful siege weapon, but takes time to be completed. Once it is done, any human (ally or enemy) can use it. |
| Build Trebuchet |
Build a trebuchet to luanch projectiels at enemies (wide range). A catapult is a useful siege weapon, but takes time to be completed. Once it is done, any human (ally or enemy) can use it. |
| Build Canon |
Build a canon to launch projectiles at enemies (costs gunpowder each time it is fired). A canon is a powerful siege weapon, but takes time to be completed. Once it is done, any human (ally or enemy) can use it (linear). |
| Flame Ammo |
Make targeted catapult or trebuchet launch fiery projectiles. |
|
Fencer |
| Skill: |
Sword Dance |
| Weapon: |
Rapier |
| Armor: |
Basic |
| Requirements: |
Level 5 brawler |
Fencers are swordsmen that are more known for their high speed and evasion stats than their attack power. They have high physical attack power and defense, fair magic power and magic defense, very high evasion, very high speed, high movement range, and very high accuracy.
Being as quick as they are, fencers have a few skills that allow them to attack more than once per turn. They also have the 'flash cut' ability that allows them to move and attack at the same time.
Since fencers are famous for their accuracy, it is often prudent to give them skills that have a high miss-rate, such as 'steal,' 'battle skill' (particularly 'break weapon'), or 'yin/yang magic' (their magical abilities are about average, but 'yin/yang' magic involves status effects such as blind, poison, and petrify, so as long as it hits you're in good shape).
Basic Skills (Sword Dance):
| Swarmstrike |
Attacks and poisons targeted enemy. |
| Featherblow |
Attacks an enemy twice in one turn. |
| Swallowtail |
Attack in a circular motion, strike enemies adjacent to you. |
| Manastrike |
Damage enemy's mp. |
| Piercethrough |
Damage up to two enemies in a line. |
| 4x Cut |
Attacks four times in one turn. |
| Flash Cut |
Move forward, dash through and damage enemies in your path. |
| Leglace |
Inflicts heavy melee damage on targeted enemy, splash damage on enemies adjacent to you. |
|
Fighter |
| Skill: |
Basic Abilities |
| Weapon: |
Ax, short sword, daggar |
| Armor: |
Basic |
| Requirements: |
None |
Basic starting class. Fighters don't have particularly impressive stats, but they have a few useful tricks, and they act as a gateway to a lot of other useful classes.
Basic Skills (Basic Abilities):
| Wish |
Drain a fourth of your own hp, give it to targeted ally. |
| Throw Stone |
Ranged attack (innacurate, minor damage). |
| Dash |
Dash into an enemy, can knock him off ledges. |
| Heal |
Recovers one ally, or your own, status. |
|
Gambler |
| Skill: |
Roll the Bones |
| Weapon: |
Cards, dictionary |
| Armor: |
Basic |
| Requirements: |
Level 5 calculator |
Gamblers are fighters that deal damage based upon luck. All of their skills involve a certain element of luck, but if can potentially deal very high damage against which there is no defense. If use 'roll big damage' and get all 6's, then you will do 4200 damage. There is nothing an enemy can do to decrease this number, it's set in stone. On the other hand, if you roll all 1's, then you will do a much less impressive 700 damage.
So yes, there is a great deal of luck involved in what gamblers do (which is why it is fitting that they have the massivly useful 'luck +50%' equip ability), but if you do happen to be lucky, then you will have yourself a neigh-unstoppable, dice rolling, big-damage-dealing machine!
Basic Skills (Roll the Bones):
| Roll Damage |
Target an enemy. Roll four dice, damage = sum of the rolled numbers x 100. |
| Roll to Heal |
Target an ally to heal. Roll four dice, recovered health = sum of the rolled numbers x 100. |
| Roll Initiative |
Target an enemy. Roll four dice, decrease in CT = sum of the rolled numbers x 10. |
| Roll Big Damage |
Target an enemy. Roll seven dice, damage = sum of rolled numbers x 100. |
| Roll Ally Initiative |
Target an ally. Roll four dice, incrase in CT = sum of rolled numbers x 10. |
| Roll to Save (counter) |
When hit by a status effect (blind, poison, etc), roll one dice. Chances of resisting the status effect = (number rolled x 10)% |
| Luck +50% (equip) |
Raises luck stat by 50% |
|
Geomancer |
| Skill: |
Topography |
| Weapon: |
Sword, shield |
| Armor: |
Medium armor |
| Requirements: |
Level 3 monk |
Geomancers extremely versatile characters. They are one of the few types of casters that can, by default, equip armor and use swords. Not only that, but geomancers naturally have very high attack power, which makes the sword-equipping useful.
Geomaners can cast various types of spells, depending upon what kind of terrain they are around. Because they use the power of the nature around them, and not their own energy, to cast spells, geomancer abilities cost very little mp, and some actually cost none.
To fully utalize a geomancer's high attack power, one may wish to give them the 'dual wield' (ninja, assassin skill) that allows them to use two swords at once. Also, since a geomancer's abilities vary depending upon where he is standing, it is often useful to give him a movement skill like 'shadowalk' (dark knight) or 'teleport' (time mage) so that he can more easily get about the battlefield, and move onto different terrains.
As for additional skill sets, there are a lot of good combinations. Giving a geomancer another brand of magic offensive magic - 'black magic' or 'summon' - will allow him to attack even if he is not on the right terrain. Or you can equip something to try to make use of the high attack power: 'battle skill,' 'dark sword,' 'mighty sword,' 'sword dance,' etc. The sky's the limit really, there are countless skills that would suit a geomancer.
Basic Skills (Topography):
| Mg Fire |
Conjure white flames by igniting the magnesium in soil to damage enemies (terrain required: grass). |
| Carve Model |
Earth damage, occasionally inflicts 'petrify' (terrain required: stone surface, stone floor, stone wall, gravel, road). |
| Water Ball |
Water damage to enemies (small range), occasionally inflicts 'frog' (terrain required: river, lake, pond, ocean, marsh). |
| Pitfall |
Damage to enemeis (small range), occasionally inflicts 'don't move' (terrain required: natural surface, wasteland, road). |
| Gusty Wind |
Wind damage to enemies (small range), occasionally inflicts 'confusion' (terrain required: anywhere outdoors will do). |
| Quicksand |
Earth damage to enemies (fair range), occasionally inflicts 'slow' (terrain required: swamp, marsh, poisoned marsh, sand). |
| Kamaitachi |
Wind damage to enemies (fair range), occasionally inflicts 'don't act' (terrain required: anywhere outdoors will do). |
| Local Quake |
Earth damage to enemies (fair range), occasionally inflicts 'confusion' (terrain required: rock, gravel, road). |
| Evergreen |
Damage to enemies (wide range), occasionally inflicts 'stop' (terrain required: grass, thicket, water, plains, woods). |
| Glacier Storm |
Ice damage to enemies (wide range), occasionally inflicts 'silence' (terrain required: snow, ice, water, pond, river, ocean). |
| Lave Ball |
Very heavy fire damage to one nemy, occasionally infllicts 'instant death' (terrain required: lava). |
| Counter Flood (equip) |
When attacked, counter with avaliable geomancy (of the ones that cost 0 mp). |
| Any Ground (equip) |
Move easily accross water and wetlands. |
| Move on Lava (equip) |
Delivers what it promises. |
|
Gun Mage |
| Skill: |
Gun Magic (replaces 'attack' option), Metallurgy |
| Weapon: |
Gun |
| Armor: |
Light armor, robes |
| Requirements: |
Level 8 wizard, 8 engineer 8 sniper, 8 calculator |
Gun mages are very powerful spellcasters who bring together the mechanical abilities of an engineer, the mathematical abilities of a calculator, the magic powers of a wizard, the alchemic abilities of an aclchemist, and the exceptional gun-using abilities of a sniper.
Unlike other classes, gun mages do not use gunpowder when the use their guns. Instead, their normal 'attack' option is replaced with the 'gun magic' option. Their guns fire magic (you can pick whiche element) over long distances, and run on mp. When you attack with a gun mage, you select a type of shot (e.i. 'blaze shot' (fire), 'blast shot' (lightning), or 'glacier shot' (ice)), and then fire away. There is no charge time for this, since it counts as a normal attack.
Additionally, gun mages can use their mastery of metal and magic to create mechanical mounts for themselves. Each of these mounts have their own unique uses and abilities, and are very durable. However, the gun mage must sacrifice steady mp every turn to continue riding one.
It should be fairly obvious at this point that gun mage's need to have a lot of mp at hand. Therefore, it is generally prudent to have them equip robes, even though they can wear more durable light armor. Also, it is best if they equip a secondary skill that requires very little or no mp useage. 'Topography,' 'battle skill,' and 'snipe' are good options for this. Or, you can equip abilities that allow you to drain mp from enemies. 'Yin/yang magic,' and 'dance' have some nice spells in this department.
'Magic attack up' (red mage) is also a good skill for a gun mage, as it increases the damage done by magic, and gun mages use pretty much nothing but magic.
Also, if you equip 'battle skill,' you can break opponent's armor from a distance with your gun, that's always nice.
Oh, and you can use gun magic with a weapon other than a gun. But if you use a close-ranged one, chances are you're going to be close enough to the enemy to hit yourself with resulting spell...
Basic Skills (Gun Magic):
| Blaze Shot |
Shoot a fire spell at an enemy (wide range, small area of effect). |
| Blast Shot |
Shoot a lightning spell at an enemy (wide range, small area of effect). |
| Glacier Shot |
Shoot an ice spell at an enemy (wide range, small area of effect). |
| Pulse Shot |
Shoot a light spell at an enemy, does extra damage to undead (wide range, fair area of effect). |
| Dark Shot |
Shoot a shadow spell at an enemy (wide range, fair area of effect). |
| Explosive Shot |
Upgrade to 'blaze shot;' shoot a fire spell at an enemy (wide range, large area of effect) |
| Storm Shot |
Upgrade to 'blast shot;' shoot a lightning spell at an enemy (wide range, large area of effect). |
| Snowdrift Shot |
Upgrade to 'glacier shot;' shoot an ice spell at an enemy (wide range, large area of effect). |
| Gale Shot |
Shoot a wind spell at an enemy (wide rage, large area of effect). |
| Quake Shot |
Shoot an earth spell at an enemy (wide range, large area of effect). |
| Aura Shot |
Shoot a ray of pure magic at an enemy (wide range, linear, very heavy damage). |
| Seal Evil |
Petrifies undead. |
| Magic Gun (equip) |
Can use 'gun magic' even if not a gun mage (close ranged weapons not recommended). |
Basic Skills (Metallurgy):
| Mechanical Hawk |
Withdraw metals and living energy from the earth, form them into a hawk, and use magic to control it. The mechanical hawk is not a mount, and can not be ridden. Instead, it hovers around the gun mage that conjured it, and takes hits for him. When the gun mage is attacked, the mechaical hawk dives in front of him and blocks the blow. It will continue to do this until it runs out of health. However the gum mage mus sacrifice 10mp per round to keep the hawk animated |
| Mechanical Wolf |
Withdraw metals and living energy from the earth, form them into a large wolf, and use magic to control it. This mount can move, jump, climb, and offers high physical attack power and fair defense, high speed, high jump range, and large movement range. It can not enter water. The gun mage atop it can also use his guns, and cast spells. However, the gun mage must sacrifice 30mp per turn to keep the wolf animated, or else it will become inanimate.
Special Skills:
| Strike |
Attacks one enemy. |
| Comet Tail |
Dash forward, damage eneies that you pass through (linear). |
| Bolt Rush |
Dash forward, damage enemies that you pass through (linear). |
| Meteor Strike |
Deals heavy damage to all adjacent enemies. |
|
| Mechanical Dragon |
Withdraw metals and living energy from the earth, form them into a dragon, and use magic to control it. This mount can fly, move, jump, climb, and offers tremendous physical attack power and defense. It can not enter water. The gun mage atop it can also use his guns, and cast spells. However, the gun mage must sacrifice 50mp per turn to keep the dragon animated, or else it will become inanimate.
Special Skills:
| Bolt Breath |
Breath lightning at enemeis (linear). |
| Sweeper |
Spin around, strike adjacent enemies and send them flying away from you. |
| Ram |
Charge forward, damage enemies that you pass through (linear). |
| Crush |
Deals massive, close-ranged damage to an enemy. |
| Smelt Breath |
Breath molten metal at enemies (linear), destroys armor. |
| Custom Sweeper |
Spin around, breath lightning at adjacent enemies. |
| Storm Breath |
Breath lightning at enemies, more powerful that 'bolt breath' (linear). |
| Fly (equip) |
Fly around instead of walking. |
|
| Reanimate Metal |
Reanimate a mount that has gone inanimate (will go inanimate again if you still don't have enough mp to use it). |
|
Harmonixer |
| Skill: |
Fusion |
| Weapon: |
Claws, gloves, knuckles |
| Armor: |
Medium armor |
| Requirements: |
Level 8 monk, level 4 geomancer, level 8 blue mage |
A harmonixer's 'fuse' ability is a combination of a monk's ability to utalize their body's inner energy, a geomancer's ability to utalize external energy in nature, and a blue mage's ability to learn new skills by combining nature energy with internal energy.
When a harmonixer defeats a monster (an elemental non-human enemy), he draws its spirit and mind into himself, and assimiliates its energies. Unlike a blue mage, a harmonixer does not instantly learn spells when he assimiliates monster energy, but instead draws the monster's entire spirit into his mind.
When a harmonixer has assimiliated enough spirits of one type (fire, water, wind, etc.), the spirits will form together to form the body of a new creature. Next, using his own internal energy, a harmonixer draws his mind to the spirit's graveyard - a place dangerously close to the world of the dead - and must fight this new creature. If he defeats it, he may thereafter use a 'fusion' technique to change into it during combat.
Basic Skills (Fusion):
| Fuse |
Change into a fusion monser that you have defeated while in the spirit's graveyard. |
| Visit Graveyard |
Send your mind into the spirit's graveyard to face newly born fusion creatures. Be sure to place your body away from battlefield, or near an ally who can heal it, while your mind is in the graveyard. |
| Acquisition (equip) |
Assimiliate the spirits of defeated monsters, even if not a harmonixer. |
|
Heaven Knight |
| Skill: |
Truth |
| Weapon: |
Pole, staff |
| Armor: |
Basic, robes |
| Requirements: |
Level 8 monk, level 8 geomancer |
Heaven knights, despite what their name suggests, are more prone to magic usage then melee abilities. They have high magic power, high speed, high evasion, high jump/movement ranges, but are lacking in defense and have only average attack power. They are also one of the few knight classes that cannont naturally use swords or equip armor.
The 'truth' skill set consists of powerful magic abilities, but it they strike at random, and are therefore innacurate. For example, let's say you want to use the 'heaven's thunder' ability. You select an enemy, and the area of effect includes your enemy, and the four space adjacent to him. When you cast the spell, it will strike four times in that area. If you're really lucky, all four of them will hit the enemy, and cause heavy damage. If you're kind of luck, two of them will hit in the empty space around the enemy, and two will hit the enemy. If you're unlucky, all four of them will strike in the empty space around the enemy, doing no damage.
Thus, it is best to save the 'truth' spells until there are multiple enemies in the area of effect. The more enemies in range, the better your chances of hitting them are. If there are five enemies in the five space area, then your chances of hitting at least one of them are 100%.
First off, you'll probably want to give your heaven knight the 'equip armor' (knight) ability. This will vastly increase their physical defense, and raise their max hp. Next, you should probably give them a counter ability that helps them protect themselves (especially if you're not going to give them the 'equip armor' ability). 'Sunken state' (ninja) or 'speed save' (archer) are good choices for this. As for a second skill set, it should probably be something that takes advantage of their high magic abilities, but also doesn't require them to be too close to enemies while casting (low defense you know). 'Dance,' 'summon,' 'topography,' and 'magic sword' are some useful options.
Another thing you can do is give a heaven knight 'math skills' (calculator). 'Truth' skills can be guided by the 'math skill' abilities to target enemies without regard to range or area of effect. If you do this, the 'truth' skill will hit an enemy each time it strikes (but heck if you'll know which ones...), and it will allow the heaven knight to keep a safe distance from most enemy attacks.
Basic Skills (Truth):
| Heaven Thunder |
Attacks with lightning magic (randomly attacks 4 times in effect range). |
| Asura |
Attacks with fire magic (randomly attacks 3-5 times in effect range). |
| Diamond Sword |
Attacks with wind magic (randomly attacks 3-5 times in effect range). |
| Hydragon Pit |
Attacks with water magic (randomly attacks 2-7 times in effect range). |
| Space Storage |
Attack with non-elemental magic (randomly 2-7 times attacks in effect range), may cause blind, confusion, silence, frog, poison, slow, and/or sleep. |
| Sky Demon |
Attacks with earth magic (randomly attacks 4 times in effect range). |
|
Hunter |
| Skill: |
Hunt |
| Weapon: |
Bow, crossbow |
| Armor: |
Basic |
| Requirements: |
Level 4 archer |
Hunters, as their names more ore less imply, are good at hunting stuff. They are experts at setting traps, making use of their surroundings, and using poison. They are very quick, and have very high movement ranges. The only thing is, hunters have to be especially careful not to place traps where their allies might step on them...
Hunters are bow users, so it is generally prudent to give them something that is useful with long-ranged weapons. Equipping 'battle skill' is useful, as it will allow the hunter to break armor at a safe distance with his bow. Other useful skills include 'snipe,' or 'gun magic.' Since they are good at moving around, equipping 'topography' is also a good option.
Basic Skills (Hunt):
| Poison Shot |
Attack an enemy, may inflict poison. |
| Trap: Snare |
Set a trap. If an enemy or ally steps on it, it will inflict damage. |
| Trap: Poison |
Set a trap. If an enemy or ally steps on it, it will inflict damgae, and may cause 'poison.' |
| Trap: Pit |
Set a trap. If an enemy or ally steps on it, they will fall into a pit. Inflicts damage, may cause 'don't move.' |
Trap:
Rope |
Set a trap. If an enemy or ally steps on it, they will be strung up by the rope. Inflicts damage, and may cause 'don't move.' |
| Trap: Flint |
Set a trap. If an enemy or ally steps on it, it will inflict fire damage. |
| Trap: Trick Crossbow |
Set a trap. If an enemy or ally walks by the trap, a hidden crossbow will fire at him. |
| Track |
Pick up the trail of an enemy to more easily predict his movements and prevent him from escaping. Decreases enemy's movement range by 50%. |
| Skin |
Skin a fallen creature to acquire its pelt. Can be sold or bartered on the fur trade. |
| Lie in Wait (equip) |
Become invisible when standing in thickets. |
| Detect Traps (equip) |
Able to see enemy and ally traps. |
|
Illusionist |
| Skill: |
Phantasm |
| Weapon: |
Staff, rod |
| Armor: |
Basic |
| Requirements: |
Level 5 wizard |
Illusionists can not actually damage their enemies, but they can trick them into being inflicted with status effects. These status effects have a muc higher success rate than those brought about by 'yin/yang magic,' and are about on par with the accuracy of the 'magic sword' techniques.
Illusionists have fair attack power and defense, but high magic power and magic defense. Thus, it is usually best to equip them with a additional set of magic skills. 'White magic,' 'black magic,' 'summon,' 'time magic,' or 'topography.'
Also, 'phantasm' can be used in conjunction with 'math skills.' A mastered set of 'math skills' will allow an illusionist to target several enemies (somtimes even all enemies) at the same time, regardless of range, and get the most out of his skills.
Basic Skills (Phantasm):
| Illusion of Beauty |
Casts 'charm' on targeted enemies. |
| Illusion of Power |
Dupes targeted enemies into thinking their enemies are invincible. Lower's targets' brave. |
| Illusion of Monsters |
Dupes targeted enemies into thinking they are surrounded by attacking beasts. Causes 'berserk.' |
| Illusion of Betrayal |
Dupes targeted enemies into thinking they are seeing their allies turning on him. Causes 'confusion.' |
| Illusion of Harmony |
Dupes targeted enemies into thinking they are not being attacked. Lowers counter attack rate. |
| Ilusion of Perilious Terrain |
Dupes targeted enemies into thinking they are moving through more difficult terrain than they actually are. Causes 'slow' and/or 'don't move.' |
| Illusion of Death |
Shows an enemy visions of his or her own death. Reduces brave to 0. |
|
Knight |
| Skill: |
Battle Skill |
| Weapon: |
Sword |
| Armor: |
Medium armor, heavy armor |
| Requirements: |
Level 2 fighter |
Knights are another kind of tough, hardcore melee characters. They have high attack and defense (complemented by theri ability to equip shields and armor), but also have low speed, low movement range, and low magic power/defense. Thus, they should be used for melee combat, and should be given a secondary skill set that focuses on their physical power, but doesn't require magic usage. 'Berserk,' 'sword dance,' 'throw' (ninja), 'snipe,' 'mighty sword,' and 'hunt' are some good options.
Basic Skills (Battle Skill):
| Break Helmet |
Break target's helmet. |
| Break Armor |
Break target's armor. |
| Break Weapon |
Break target's weapon. |
| Break Shield |
Break target's shield. |
| Break Accessory |
Break target's accessory. |
| Magic Break |
Lowers target's mp. |
| Speed Break |
Lower's target's speed. |
| Power Break |
Lower's target's attack power. |
| Mind Break |
Lower's target's magic defense. |
| Weapon Guard (counter) |
Parry attacks with equipped weapon. |
| Equip Armor (equip) |
Equip armor regardless of class. |
| Equip Sword (equip) |
Equip sword regardless of class |
| Equip Shield (equip) |
Equip shield regardless of class. |
|
Lancer |
| Skill: |
Jump |
| Weapon: |
Spear, lance, partisan |
| Armor: |
Heavy armor, plate armor |
| Requirements: |
Level 3 theif |
Lancers are a powerful, and surprisingly quick, melee class. They have very high attack power, very high defense, fair speed, high movement range, impossibly good jump range, low magic power, and fair magic defense. Their spears can also reach accross two spaces in any direction, which helps them avoid impending counter attacks.
Also, lancers have the 'jump' ability (the range for which is dependant upon what kind of 'jump' skills they have mastered). When a lancer jumps he a) cannot be attacked until he lands, and b) inflicts heavy damage if/when he lands on an enemy. The 'ignore height' ability also allows a lancer to jump to any height, even if he later changes his class to something other than a lancer.
Lancer's are better built for melee than magic abilities, so their second set of skills should focus on attack power instead of magic power. 'Battle skills,' 'berserk,' 'sword dance,' 'throw,' 'snipe,' 'mighty sword,' and 'hunt' are some good options.
Basic Skills (Jump):
| Level Jump 2 |
Jump attack moves up to 2 panels horizontally. |
| Level Jump 3 |
Jump attack moves up to 3 panels horizontally. |
| Level Jump 4 |
Jump attack moves up to 4 panels horizontally. |
| Level Jump 5 |
Jump attack moves up to 5 panels horizontally. |
| Level Jump 8 |
Jump attack moves up to 8 panels horizontally. |
| Vertical Jump 2 |
Jump attack moves up to 2 panels vertically. |
| Vertical Jump 3 |
Jump attack moves up to 3 panels vertically. |
| Vertical Jump 4 |
Jump attack moves up to 4 panels vertically. |
| Vertical Jump 5 |
Jump attack moves up to 5 panels vertically. |
| Vertical Jump 6 |
Jump attack moves up to 6 panels vertically. |
| Vertical Jump 7 |
Jump attack moves up to 7 panels vertically. |
| Vertical Jump 8 |
Jump attack moves up to 8 panels vertically. |
| Equip Spear (equip) |
Equip spear regardless of class. |
| Ignore Height (equip) |
Jump to any height, regardlesss of actual jumping ability. |
|
Mediator |
| Skill: |
Talk Skill |
| Weapon: |
Knife, gun |
| Armor: |
Basic |
| Requirements: |
Level 2 oracle |
Mediators are very useful under the right conditions. They can increase your party by convincing enemies to join you. They can inflict status effects on enemies (average success rate), and they have abilities that raise and lower faith (average success rate). They are also able to equip guns, although it should be remembered that this uses up gunpowerder (unless, of course, you equip them with 'gun magic,' which isn't too bad of an idea).
Mediators have pretty average stats. Giving them 'battle skill' allows them to attempt to break armor over a large distance. Giving them 'gun magic' also gives them access to some spells, and eliminates the need for them to use gunpowerder while attacking.
It should also be noted that 'invitation,' and 'threaten' are the only 'talk skills' that work on non-humans, unless you have the 'beast tounge' skill equipped.
Basic Skills (Talk Skill):
| Invite |
Attempt to pursuade target to join your party. |
| Pursuade |
Convinces target to wait longer before attacking, reduces CT to 0. |
| Praise |
Raises targets' brave by complementing their actions. |
| Threaten |
Decreases targets' brave with death threats. |
| Preach |
Raises targets' faith by preaching Scripture. |
| Negotiate |
Attempt to pursuade targets to hand over their gill. |
| Insult |
Makes enemies go 'berserk' by inslting them. |
| Fortell |
Fortell's an enemy's death, reduces his or her brave to 0. |
| Mimic Darvon |
Puts enemies to 'sleep' with boring stories. |
| Non-Sequiter |
Inflicts 'confusion.' |
| Finger Guard (counter) |
Evade 'talk skills' cast on you. |
| Beast Tounge (equip) |
Able to use talk skills on animals, and other non-humans. |
|
Mercenary |
| Skill: |
Desperado |
| Weapon: |
Sword, great sword |
| Armor: |
Light armor |
| Requirements: |
Level 8 fencer |
Mercenaries are exceptional swordsmen that do not belong to any particular organization. In other words, the bulk of their skills are self-taught. Their 'desperado' skills inflict are supurb for inflicting melee damage on multiple targets, and don't require much charge time.
Mercenaries have high attack power, high defense, high speed, fair magic power, and fair magic defense, so they're pretty well-rounded. Because of this, they are good candidates to have advanced skill sets equipped. A mercenary with the 'dark sword,' 'light sword,' or 'might sword' ability equipped can be quite the formidible opponent. Granted, getting a character to have a mercenary class along with the dark knight and/or paladin and/or divine knight calss would take a pretty long time...
Basic Skills (Desperado):
| Rough Divide |
Close range melee damage to one enemy. |
| Fated Circle |
Strike in a circle, melee damage adjacent opponents. |
| No Mercy |
Close range fire, melee damage to one enemy. |
| Dragon Dive |
Jump up, come back down sword-first, and create an explosion upon hitting the ground. Damages adjacent enemeis. |
| Blood Pain |
Fire, melee damage to targeted enemies (fair range). |
| Big Brawl |
Dash around and hit all enemies in range (fair range) with melee damage. |
| Blasting Zone |
Increae sword's length by infusing it with energy, and spin around with it. Damages adjacent enemies. |
| Lionheart |
Dash around and hit all nemies in range (wide range) with melee damage. |
|
Mesmer |
| Skill: |
Chaos Magic |
| Weapon: |
Staff, road, short sword, rapier |
| Armor: |
Basic, robes |
| Requirements: |
Level 8 illusionist |
Mesmers can create different effects, depending on their state, the state of their allies, and the state of their enemies. A skilled mesmer can select an ally that is about to die, and cast 'shared pain' so that he has three turns to heal himself, while the mesmer who cast the spell takes damage in his place.
Mesmer spells have a huge (not unlimited, but still huge) range, but they can only effect one ally or enemy at a time.
Thus, it should not be too dissapointing that 'chaos magic' and 'math skills' cannot be used in conjunction with one another.
All mesmer stats are fair, except for their max hp which is unusually high. Since all of their stats are more ore less equal, they can use almost any secondary skill set equally well as the next (kind of like red mages). Both melee and magic skill sets are ueful to mesmers.
If you're looking for a quick power boost, you can always equip 'dual wield,' 'two hands,' or 'magic power up.'
Basic Skills (Chaos Magic):
| Shared Power |
Select an ally. For one turn your physical strength is decreased by half and that ally's physical strength is doubled. |
| Shared Knowledge |
Select an ally. For one turn your magic power is decreased by half and that ally's magic power is doubled. |
| Shared Pain |
Select an ally. For three turns, all of the damage that ally takes is transfered to you. |
| Shared Courage |
Select an ally. For one turn, your brave is reduced by |
| Shared State |
Select an enemy or an ally. For three turns, that enemy or ally will have all the same status effects (positive or negative) as you. |
| Shared Agony |
Select an enemy. For three turns, the damage you take is transfered to that enemy. |
| Shared Ability |
Select an enemy that is casting a spell. If it's a spell you don't know (not one you don't have equipped, but one you don't know), then the charge time for the spell will start over. |
| Borrowed Time |
Sap CT from an enemy. |
| Mind Sword |
Attack an enemy. Damage = (your intelligence stat - your target's intellegence stat) x 100. If the solution is negative, the caster takes the resultant damage. |
|
Monk |
| Skill: |
Punch Art |
| Weapon: |
None (barehand) |
| Armor: |
Basic, no chest armor |
| Requirements: |
Level 2 knight |
Monks have the best barehanded fighting abilities of all the classes. They are trained not only to be strong, but also on how to heal and damage the body using pressure points, blood vessels, and their own internal energy. The fact that they wear no chest armor makes them very quick and agile, but also decreases their defense.
Monks have very attack power, low defense (they wear less armor than most), high magic power, fair magic defense, high speed, high evasion, high accuracy, and high movement/jump range.
Well, if you're looking for a quick fix regarding the low defense situation, then you could always give a monk the 'equip armor' knight ability. But this will a) take a bite out of the monk's trademark speed and evasion stats, and b) confront you with the fact that putting on armor kind of defeats the whole purpose of being a monk.
As for secondary skill sets, there are plenty out there that can take advantage of a monk's high attack power and high magic power. Now, a monk has to be barehanded to use 'punch art,' so skill sets that require weapons - 'dark sword,' 'mighty sword,' 'magic sword,' 'light sword,' 'sword dance,' etc. - are definately out. But other melee skills like 'blitz,' 'snipe,' 'battle skill,' 'steal,' and 'charge' will work out just fine.
Monks also have high magic power (which is somewhat unusual for melee classes), so you can also equip a skill set that takes advantage of that. 'Black magic,' 'time magic,' 'summon,' 'yin/yang magic,' 'topography,' and even 'sing' are very useful to a monk.
Basic Skills (Punch Art):
| Spin Fist |
Spin in a circle, strike adjacent foes. |
| Repeating Fist |
Strike an enemy repeatedly with fist. |
| Wave Fist |
Punch a far-off enemy by emitting a battle spirit. |
| Earth Slash |
Unleashes a spirit in a linear motion, splitting the earth along its path. Earth damage to a line of enemies (linear, does not work on flying enemies). |
| Secret Fist |
Gradually causes death to a target by striking a specific pressure points and blood vessels. Inflicts 'death sentence.' |
| Stigma Magic |
Recover status effects from target by emmiting a yin spirit. |
| Mantra |
Restores hp and mp to adjacent allies by concentrating on vital pressure points and blood vessels. |
| Fire Dance |
Create firey images of yourself to attack all targets in range (wide range). |
| Spiraler |
Restores hp and mp to all allies (unlimited range). Recoverd hp = (Monk's remaining hp -1)/# of allies being healed. Recoverd mp = (Monk's remaining mp -1)/# of allies being recovered. After using this ability, the monk is left with only 1 hp and 1 mp for himself. |
| Revive |
Brings back target from 'near death' (close range), however target is brought back with only 1 hp, and the chance of success is not 100%. . |
| Final Heaven |
Dash forward with a burst of purified energy, inflict heavy holy damage on enemies that you pass through. |
| Counter (counter) |
Counterattack with equipped weapon after bing hit. |
| Hamedo (counter) |
Attack before being attacked (doesn't work every time). |
| Marital Arts (equip) |
Inflict heavy damage with barehanded attacks, even if not a monk. |
| Move-Hp Up (equip) |
Recover health as you move by drawing energy out of the earth. |
|
Necromancer |
| Skill: |
Animate |
| Weapon: |
Staff, rod |
| Armor: |
Basic, robes |
| Requirements: |
Level 8 time mage |
Necromancers have no offensive, defensive, or healing spells. Instead, they use their powers over bones and spiritual energy to create minions and mounts to do their bidding. Given enough corpses, a skilled necromancer can mount a bone dragon, create an army of vampires, skeletons, and mana spirits, and wreak use them to overwhelm his enemies. Necromancer minions are impressive, but they generally don't last long. Except for the mana spirit they all lose hp at the beginning of each round, and once it hits 0 they're gone for good, and they can't be healed (healing magic actually damages them, so watch out for that). The mana spirit can be healed, but it disappears if it runs out of mp.
A necromancer can also use bones to create mounts for himself, but he needs to sacrifice a certain amount of mp every round to keep them animated. It's best to have a necromancer equip robes, as they will increase his max mp and allow him to keep his mounts longer.
Necromancers have high magic and magic defense, low attack and physical defense, and fair everything else. Thus, it is generally good to equip them with a set of magic skills, but it should be one that doesn't use up too much mp (so 'gun magic,' and 'summon' are probably out). Skills like 'topography,' 'sing,' and 'blue magic.' are some good options.
Basic Skills (Animate):
| Animate Skeleton |
Animate bones in enemy corpse to form a skeleton ally (enemey corpses only, doesn't work on undead remains).
All skeletons have fair attack power, low defense, fair magic power, low magic defense, fair evasion, and high movement/jump range. They are very vulnerable to holy, fire, and healing magic. After a skeleton is conjured, its health decreases a bit at the beginning of each round. When its health falls to 0 it disappears, after which it can not be revived or re-animated.
Special Skills:
| Knife Arm |
Cut an enemy with sharpened finger bones. |
| Thunder Spirit |
Launch a thunder spirit at an enemy (lightning damage). |
| Aqua Spirit |
Launch a water spirit at an enemy (water damage). |
| Ice Spirit |
Launch an ice spirit at an enemy (ice damage). |
| Wind Spirit |
Launch a wind spirit at an enemy (wind damage) |
| Bone Counter (counter) |
Counterattack with 'knife arm.' |
|
| Animate Vampire |
Use the lingering energy and dark thoughts in a corpse to animate it, and create a vampire ally (enemy/human corpse only). Vampires have fair attack power, good magic, fair defense, good magic defense, good speed, and good movement/jump range. They can not enter water. They are very vulnerable to fire, water, holy, and healing magic, but immune to dark magic. After a vampire is conjured, its health decreases a bit at the beginning of each round. When its health falls to 0 it disappears, after which it can not be revived or re-animated.
Unlike other animated creatures, vampires can wield weapons. They use whatever former human had equipped when he died.
Special Skills:
| Blood Suck |
Give an enemy 'undead' status (so that healing spells damage him). |
| Drain |
Drain health from an enemy, and give it to yourself. |
| Aspel |
Drain mp from an enemy, and give it to yourself. |
| Sleep Strike |
Attack an enemy, may inflict sleep. |
| Blood Strike |
Attack an enemy, may cause 'don't move' and/or 'don't act' |
| Counter (counter) |
Counterattack with equipped weapon (or with bare hands if you don't have one quipped). |
|
| Animate Ghost |
Animates the lingering energy and thoughts within a corpse, and forms them into a semi-physical entity (enemy corpses only, doesn't work on undead remains).
Ghost have fair attack power, good defense, high magic power, high magic defense, high evade (particularly while invisible), excellent movement range (thanks to 'auto float' and 'teleport'), and high speed. They are very vulnerable to holy, fire, and healing magic, but immune to earth magic (thanks to the 'auto float'). After a ghost is conjured, its health decreases a bit at the beginning of each round (except while it is possessing someone). When its health falls to 0 it disappers, after which it can not be revived or re-animated.
Special Skills:
| Throw Spirit |
Hurl a mystic spirit at an enemy (non-elemental magic damage). |
| Sleep Touch |
Put an enemy to sleep (close range). |
| Drain Touch |
Drain hp from an enemy (close range). |
| Mystic Touch |
Drain mp from an enemy (close range). |
| Posssess |
Take over the body of an enemy or ally. Health does not automatically decrease per round while ghost is possessing a body. |
| Ghost Counter (counter) |
Counterattack with melee attack. If a counterattack is not triggered, respond by becomming invisible instead (lasts one turn). Ghosts always have this ability equipped. |
| Auto Float (equip) |
Always have the 'float' effect on. Ghosts always have this ability equipped. |
| Teleport (equip) |
Move instantly to move destination without regard to obstacles. Moving too far may cause the 'teleport' to fail. Ghosts always have this ability equipped. |
|
| Animate Dragon Zombie |
Animates the lingering dragon magic in a dragon corpse, and uses it to animate the body (enemy dragon, wyrm, wavern, and hydra corpses only).
Dragon zombies have very high attack power, high defense, very high magic power, high magic defense, low speed, low evade, and excellent movement range (thanks to their 'fly' ability). They are very vulnerable to holy and healing magic, but immune to fire magic. After a dragon zombie is conjured, its health decreases at teh beginning of each round. When its health falls to 0 it disappears, after which it can not be revive or re-animated.
Special Skills:
| Dark Breath |
Inflicts dark damage on enemies, may cause 'blind' (linear). |
| Poison Breath |
Inflicts non-elemental damage on enemies, may cause 'poison' (linear). |
| Dark Whisper |
Inflicts dark damage on adjacent enemies, may cause 'sleep,' or 'death.' |
| Blaster |
Attempts to inflict 'stop,' 'petrify,' and/or 'poison' on one enemy. |
| Pandora's Box |
Heavy dark magic on all enemies in range (wide range). |
| Shadow Flare |
Massive dark damage to one enemy. |
| Fly (equip) |
Fly around instad of walking. |
|
| Animate Mana Spirit |
Uses the remaining magical energy and lingering knowledge of magic in a corpse to create a mana spirit ally (enemy/human corpses only, human must be at least level 50, have a max mp of at least 700).
Ultima demons have fair attack power, fair defense, very high magic power, very high magic defense, high speed, high evade, high fair movement/jump range. Unlike other animated creatures, mana spirits are not undead. Thus, they have no particular elemental weaknesses and can be healed, and they are immune to earth magic (thanks to the 'auto float' ability). Their health does not decrease at the beginning of each round. When a mana spirit's hp or mp falls to 0 it disappears, after which it can not be revived or re-anaimated.
Like gun mages, mana spirits have a magic ability in place of their 'attack' option, which consumes mp when it is used.
Magic Skill (replaces the 'attack' option):
| Fire Edge |
Attack one enemy (fire damage). |
| Water Edge |
Attack one enemy (water damage). |
| Ice Edge |
Attack one enemy (ice damage). |
| Bolt Edge |
Attack one enemy (lightning damage). |
| Shadow Edge |
Attack one enemy (shadow damage). |
| Holy Edge |
Attack one enemy (dark damage). |
| Comet |
Attack one enemy (non-elemental magic damage). |
Special Skills:
| Energy |
Heal an ally. Amount healed = amount of mana spirit's current hp. Damage to caster = amount healed / 2. |
| Beta |
Deals fire damage to in a circlular range around the caster. |
| Aqualung |
Deals ice damage to in a circlular range around the caster. |
| Trine |
Deals lightning damages in a circlular range around the caster. |
| Shift Break |
Deals earth damage in a circlular range around the caster. |
| Meo Twister |
Deals wind damage in a circular range around the caster. |
| Angel Whisper |
Deals holy damage in a circular range around the caster. |
| Magic Breath |
Deals fire/ice/lightning damage in a circular range around the caster. |
| Big Guard |
Grants 'protect' and 'shell' status to allies in a circular range around the caster. |
| White Wind |
Heals allies in a circular range around the caster (does not effect the caster). |
| Stardust |
Deals non-elemental magic damage in a circular range around the caster. |
| Difference |
Damage an enemy. Damage = target's current mp. |
| Shock |
Damage an enemy. Damage = (max hp - current hp). |
| Friendliest Fire (counter) |
If attacked by an ally, counter with 'white wind (costs mp).' |
| Mana Counter (counter) |
Counter enemy attacks with 'stardust (costs mp).' |
| Auto Float (equip) |
Always have the 'float' effect on. |
|
| Bone Mount |
Use the bones and lingering magical energy within enemy corpses to create an undead horse, and then ride it (must be standing next to a corpse to create the mount, enemy corpses only). This mount can not attack, but riding it vastly improves the necromancer's speed and movement/jump range .
This mount is vulnerable to holy, fire, and healing magic, but the necromancer riding it does not take on these weaknesses. The necromancer must sacrafice 30mp per turn to keep the mount animated. |
| Bone Dragon |
Use the bones and lingering magical energy within enemy corpses to create an undead dragon, and then ride it (must be standing next to a corpse to create the mount, enemy corpses only). This mount has very high attack power, high defense, very high magic power, high magic defense, low speed, low evade, and excellent movement range (thanks to their 'fly' ability). It is very vulnerable to holy and healing magic, but the necromancer atop it does not take on these weaknesses. By using its large wings to block, it can defend both itself and the necromancer atop it. However, the necromancer must sacrafice 50mp per round to keep a bone dragon animated.
Special Skills:
| Poison Breath |
Inflicts non-elemental damage on enemies, may cause 'poison' (linear). |
| Claw Attack |
Attacks one enemy with sharpened claws and claw bones. |
| Crush |
Deals massive, close-ranged damage to an enemy. |
| Doom Breath |
Inflicts dark damage (linear) on enemies, may cause 'death sentence.' |
| Giga Flare |
Deals shadow damage in a circle around the caster. |
| Bio Breath |
Inflicts non-elemental damge on enemies, may cause 'poison,' 'petrify,' and/or 'stop' (linear). |
| Fly (equip) |
Fly around instead of walking. |
|
| Bone Arm (counter) |
Bones of nearby corpses form a hand to protect against physical attacks (must be within two spaces of an enemy corpse). |
|
Ninja |
| Skill: |
Throw |
| Weapon: |
Knife, ninja sword, flail |
| Armor: |
Basic |
| Requirements: |
Level 3 archer, level 4 thief, level 2 geomancer |
Ninja's are renowned for their attack power, speed, and evasivness. In fact, they are the quickest class in the game. Their 'throw' abilities allow them to hurl weapons from their inventories at enemies (but they can't throw items, only chemists get to do that), with very high accuracy (unless the target has the theif's 'catch' ability equipped...that thing is like ninja kryptonite), to inflict a great deal of damage. Just make sure you don't accidentally throw a weapon that you intended to sell or equip later.
Ninja's have very high attack power (complemented by their ability to use two weapons at the same time), very high speed, very high evade, very good jump/movement range, low defense, fair magic, and low magic defense. Thus, it is mostly their evasion stat that keeps them alive in combat. You can add to this ability by equipping the 'sunken state' or 'abandon' counter attacks, but the 'hamedo' and 'counter' abilities (both monk skills) would be better for inflicting damage.
As for secondary skill sets, ninja's are best suited for melee abilities, but an ability that allows them to heal themselves would also be handy. Skills like 'item,' 'snipe,' 'dark sword' (dark knights some lovely skills that sap hp from enemies), 'steal,' 'berserk' (berserkers have some nice defense-increasing abilities), 'jump,' 'battle skill' (won't need a whole lot of defense if you break the enemy's weapon), and 'mighty sword' (same deal as 'battle skill') are some excellent options.
Basic Skills (Throw):
| Shuriken |
Throw shruikens from your inventory at enemies. |
| Ball |
Throw elemental spheres from your inventory at enemies. |
| Knife |
Throw knives from inventory at enemies. |
| Sword |
Throw swordss from inventor at enemiesy. |
| Hammer |
Throw hammers from inventor at enemiesy. |
| Katana |
Throw katanass from inventory at enemies. |
| Ninja Sword |
Throw ninja swords from inventory at enemies. |
| Ax |
Throw axes from inventory at enemies. |
| Spear |
Throw spears from inventory at enemies. |
| Stick |
Throw battle staffs from inventory at enemies. |
| Knight Sword |
Throw knight swords from inventory at enemies. |
| Dictionary |
Throw battle dictionaries from inventory at enemies. |
| Sunken State (counter) |
Counterattack by becomming invisible. |
| Abandon (counter) |
Counterattack by raising evasion. |
| Move on Water (equip) |
Move easily through water. |
| Dual Wield (equip) |
Equip two weapons (one in each hand) even if not a ninja. |
|
Oracle |
| Skill: |
Yin/Yang Magic |
| Weapon: |
Stick, rod, staff, dictionary |
| Armor: |
Basic, robes |
| Requirements: |
Level 2 priest. |
Orales are casters that attempt to inflict their enemies with status ailments instead of causing actual damage (except for 'life drain,' that'll cause some damage). Many of their ailment-inflicting spells ('yin/yang magic'), however, have a high miss rate. The temple knight's 'magic sword' is a much more accurate counterpart. Also, the 'magic sword' spells have no charge time requirement.
So why raise
an oracle instead of just going straight for the temple knight? Simple, 'magic sword' can not be used with calculator skills, but 'yin/yang magic' can. An oracle will a mastered set of 'math skills' can target many (sometimes even all) enemies present on the battlefield at the same time, regardless of range. An oracle with a mastered set of 'math skills' is a marvelously useful and powerful ally.
But, if you don't want to do that, it is generally a good idea to take advantage of an oracle's high magic power and high magic defense (balanced by low attack power and low defense) by equipping a second set of magic skills. Ideally, a set of skills that cause direct damage ('black magic,' 'summon,' etc.) in case you encounter enemies that are immune to most status ailments.
Basic Skills (Yin/Yang Magic):
| Blind |
Inflicts targeted enemies with 'blindness.' |
| Spell Absorb |
Drains mp from one enemy. |
| Life Drain |
Drains hp from one enemy. |
| Pray Faith |
Raises targets faith level. |
| Zombie |
Changes targets into undead (no effect if they're already undead), so that healing spells hurt them. |
| Silence Song |
Inflicts targeted enemies with 'silence.' |
| Blind Rage |
Releases targets' desire to cause havoc, in flicting 'berserk.' |
| Foxbird |
Lowers targets' brave level. |
| Confusion Song |
Inflicts targeted enemies with 'confusion.' |
| Dispel Magic |
Removes support magic from targeted enemies. |
| Paralyze |
Inflicts targeted nemies with 'don't move' and 'don't act.' |
| Sleep |
Inflicts targeted enemies with 'sleep.' |
| Petrify |
Attempt to turn one enemy to stone. |
| Restore Used MP (counter) |
When hit by a spell, counter by recovering mp. Mp recovered = mp cost of spell that hit you. |
| Defense Up (equip) |
Raises physical defense. |
| Any Weather (equip) |
Move easily through swamps, marshes, and poison marshes. |
| Move Mp Up (equip) |
Restore mp as you move by drawing magical energy out of the earth. . |
|
Paladin |
| Skill: |
Light Sword |
| Weapon: |
Sword |
| Armor: |
Heavy armor, plate armor, true silver armor |
| Requirements: |
Level 8 knight, 8 priest, 8 cleric |
Paladins are very well-balanced characters. Their 'light sword' abilities can inflict heavy damage on enemies (and deal monster damage to enemies like the undead that are weak against holy), but they can also cast powerful healing and protective spells on allies (although these abilities don't work in conjunction with 'math skills' like the preist's 'white magic' or the cleric's 'holy magic' does). Their heavy armor gives them extremely high defense (they are the only class that can equip true silver armor), but lowers their speed and movement/jump range a bit. The speed/move/jump lowering isn't much of an issue, however, once they are able to summon their mounts.
Paladin's need a lot of mp for their skills and they can't equip robes, so it may be helpful to equip the 'move mp up' (oracle) ability. Also, you can cause some outstanding melee damage by give a paladin the 'dual wield' (ninja, assassin) ability.
As for additional skill sets, paladins have very high attack power and fair magic power. They do alright with magic skill sets, but seem to be better suited for melee skill sets. Also, magic skills tend to use up a lot of mp, which lessens the maximum amount of time they can be atop a summoned mount.
Now, paladins have a lot of skills that heal and protect allies, but not a whole lot that protect and heal themselves. If you want to give a paladin the ability to raise his or her own stats, then the 'berserk' ability might make a lovely choice. If you're looking for an ability that will allow a paladin to heal himself or herself, then the 'dark sword' is a nice choice. The 'dark sword' has a lot of abilities that both damage enemies and restore hp and mp (the 'night sword' is particularly useful for keeping mp up).
Speaking of which, having the 'dark sword' ability equipped kind of eliminates the need to equip 'move mp up,' so you may want to swap that for something else (I would suggest 'teleport' but that seems unnecessary once you can summon the pegasus *shrug*).
Other useful skill sets for a paladin include 'draw out,' 'mighty sword,' 'jump,' 'desperado,' 'sword dance,' 'topography' (it's magic, but it doesn't have a high mp cost), and 'dance.' But whatever you do, avoid equipping really mp-costly abilities like 'gun magic,' 'summon,' 'animate,' and 'metallurgy.'
Also, keep in mind that you must have a non-ranged bladed weapon equipped to use the 'light sword' skill.
Basic Skills (Light Sword):
| Stasis Sword |
Attacks enemies with holy/ice damage, occasionally causes 'stop.' |
| Split Punch |
Attacks enemies with holy, evil-smiting, energy. Occasionally causes 'death sentence.' |
| Crush Punch |
Attacks enemies with holy/fire damage, occasionally causes 'instant death.' |
| Lightning Stab |
Attacks enemies with holy/lightning damage, occasionally causes 'silence.' |
| Holy Explosion |
Attacks enemeis with hoy damage, occasionally causes 'confusion' (linear). |
| Kyrie |
Slay one undead enemy. |
| White Wind |
Heals allies in a circular range around the caster (does not effect the caster). |
| Breath of the Earth |
Restores the status of allies in a circular range around the caster (does not effect the caster). |
| Aura of Protection |
Equips 'barrier' and 'm'barrier' on allies in a circular range around the caster (does not effect the caster). |
| Aura of Health |
Equips 'regen' on allies in a circular range around the caster (does not effect the caser). |
| Aura of Rebirth |
Equips 'auto life' on allies in a circular range around the caster (does not effect the caster). |
| Aura of Swiftness |
Equips 'haste' on allies in a circular range around the caster (does not effect the castger). |
| Aura of Hiddenness |
Grants targets one turn of invisibility in a circular range around the caster (does not effect the caster). |
| Great Gospel |
Grants targets one turn of invincibility in a circular range around the caster (does not effect the |
| Recover |
Restores targeted ally to full hp. Uses up all of the caster's remaining mp. |
| Summon Celestial Mount |
Summons a horse from the celestial plains. Riding the horse vastly increases the paladin's movement/jump range, speed, and equips 'auto regen.' However, the palandin must sacrafice 40mp per round to keep it. |
| Summon Pegasus |
Summons a winged horse from the celestial plains. Riding the pegasus vastly increases the paladin's movement range, speed, and equips 'fly' and 'auto float.' However, the paladin must sacrifice 50mp per round to keep it. |
|
Preist |
| Skill: |
White Magic |
| Weapon: |
Staff |
| Armor: |
Basic, robes |
| Requirements: |
Level 2 chemist |
Priests have excellent healing abilities, which are excellent for keep allies alive, and for keeping the undead dead (funny how that works...). Their 'holy' ability is also a powerful spell that is about on par with a wizard's 'flare' spell.
Priests have low physical attack, low defense, high magic power, very high magic defense, and fair everything else. Thus, it is generally prudent to equip them with an extra set of magic skills. Equipping them with offensive magic skills ('black magic,' 'summon,' and 'blue magic' to a lesser extent) will result in a well-balanced character that can heal and attack with magic. Equipping 'holy magic' will result in a character that can cast excellent healing magic, and excellent protective magic. Equipping 'time magic,' 'phantasm,' or 'yin/yang magic' will result in a character that can heal allies and hinder enemies. All of those are good choices.
However, I must remind you that 'white magic' is compatible with the 'math skill' ability. Equipping a priest with a mastered set of 'math skills' will allow him or her to heal countless allies (in some cases even all allies) at the same time, regardless of range.
Basic Skills (White Magic):
| Cure |
Heals all allies and enemies in range (damages undead). |
| Cure 2 |
Heals all allies and enemies in range (damages undead). Has a wider range and heals more damage than 'cure.' |
| Cure 3 |
Heals all allies and enemies in range (damages undead). Has a wider range and heals more damage than 'cure 2.' |
| Cure 4 |
Heals all allies and enemies in range (damages undead). Has a wider range and heals more damage than 'cure 3.' |
| Raise |
Heals an enemy that is near death (target raised with 10% hp). |
| Raise 2 |
Heals an enemy that is near death (target raised with 100% hp). |
| Esuna |
Relieves status ailments from all allies in range. |
| Holy |
Deals holy damage to all enemies in range (extra damage to undead). |
| Magic Defense Up (equip) |
Increases magic defense. |
|
Red Mage |
| Skill: |
Red Magic |
| Weapon: |
Rapiers, short swords |
| Armor: |
Basic, robes |
| Requirements: |
Level 4 priest. level 4 wizard |
Red mages are very versatile characters (and by that I mean they have 'fair' everything). They can cast both 'white magic' and 'black magic,' but only up to level 2. The real gain here is learning the 'magic power up' ability that increases the damge done by magic attacks.
Red mages have all fair stats, so they can equip pretty much anything. If you're going for versatility, it's a good idea to equip a melee skill like 'sword dance,' 'snipe,' or 'desperado' along with 'red magic.'
However, it should be remembered that 'red magic' can be used in conjunction with 'math skills.' Equipping a red mage with a mastered set of 'math skills' will allow him or her to target a large number of enemies or allies (in some cases all enemies or allies) regardless of range. This will allow him or her to heal many allies at once, and attack many enemies at once, which is particularly impressive when the 'magic power up' ability is equipped.
Basic Skills (Red Magic):
| Cure |
Heals all allies and enemies in range (damages undead). |
| Cure 2 |
Heals all allies and enemies in range (damages undead). Has a wider range and heals more damage than 'cure.' |
| Fire |
Fire damage to enemies and allies in range. |
| Fire 2 |
Fire damgae to enemies and allies in range. Has a wider range and deals more damage than 'fire.' |
| Ice |
Ice damage to all enemies and allies in range. |
| Ice 2 |
Ice damage to all enemies and allies in range. Has a wider range and deals more damage than 'ice.' |
| Bolt |
Lightning damage to all enemies and allies in range. |
| Bolt 2 |
Lightning damage to all enemies and allies in range. Has a wider range and deals more damage than 'bolt.' |
| Sleep |
Puts one enemy to sleep. |
| Poison |
Poisons one enemy. |
| Magic Power Up (equip) |
Increases magic power. |
|
Rune Knight |
| Skill: |
Runic |
| Weapon: |
Swords |
| Armor: |
Light armor, medium armor |
| Requirements: |
Level 7 monk, 8 geomancer, 5 blue mage |
Runic knights are highly specialized knights who have learned how to absorb spells cast on them, and turn them against their enemies. When a rune knight uses a 'runic shield,' the shield will absorb any offensive/elemental spell from the following catagories: 'white magic,' 'black magic,' 'red magic,' 'gun magic,' 'topography,' 'use arm' ('ultima only'), and any elemental monser skills. Non-elemental spells (except for 'aura shot' and 'ultima') wil not be absorbed.
Runic knights have high attack power, high defense, high magic power, high magic defense, fair speed, and low movement/jump range. Thus, it is a good idea to equip them with the 'teleport' (time mage) ability so they can more easily move around the battlefiled, or equip them with a mount-summoning skill set ('light sword,' 'animate,' or 'metallurgy'). They are also good candidates for the 'dual wield' (ninja, assassin) skill.
Also, 'runic' skills don't have a very high mp cost, so you don't really have to worry about that when equipping secondary skill sets. 'Light sword,' 'dark sword,' 'mighty sword,' 'magic sword,' 'desperado,' 'animate,' 'summon,' 'metallurgy,' 'sword dance,' 'jump,' and 'dragon magic' are some of the many excellent choices for a rune knight's secondary skill set.
Also, keep in mind that you must have a non-ranged, bladed weapon equipped to use the 'runic' abilities (except for 'runic shield').
Basic Skills (Runic):
| Runic Shield |
Place a runic shield over yourself for three turns. The shield will absorb the next spell that hits it. After which it will dispell. If you cast it again and absorb another spell, the last spell you absorbed will be negated. Absorbing spells is necessary to preform other 'runic' techniques. |
| Lava Blade |
Inflicts fire damage in a circular range around the caster, and melee damage on the targeted enemy (must have a fire spell other than 'flare' absorbed). |
| Absolute 0 |
Inflicts ice damage in a circular range around the caster, and melee damage to the targeted enemy (must have an ice spell absorbed). |
| Sky Fang |
Inflicts lightning damage in a circular range around the caster, and melee damage to the targeted enemy (must have a lightning spell absorbed). |
| Sword of Gales |
Inflicts wind damage in a circular range around the caster, and melee damage to the targeted enemy (must have a wind spell absorbed). |
| Earthshaker |
Inflicts earth damage in a circular range around the caster, and melee damage to the targeted enemy (must have an earth spell absorbed). |
| Calamity |
Inflicts fire/ice/lightning damage in a circular range around the caster, and melee damage to the targeted enemy (must have a 'magic breath' spell absorbed). |
| Light Pillar |
Inflicts very heavy non-elemental damage on a line of enemies (linear), and melee damage on the targeted enemy (most have an 'aura shot' spell absorbed). |
| Sword of Heavens |
Inflicts very heavy holy damage in a circular range around the caster, and melee damage on the targeted enemy (must have a 'holy' spell absorbed). |
| Flare Star |
Inflicts very heavy fire damage in a circular range around the caster, and melee damage on the targeted enemy (must have a 'flare' spell absorbed). |
| Ultimate Bout |
Inflicts very heavy non-elemental damage in a circular range around the caster, and melee damge on the target enemy (must have an 'ultima' spell absorbed. |
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Samurai |
| Skill: |
Draw Out |
| Weapon: |
Katana |
| Armor: |
Light armor |
| Requirements: |
Level 3 knight, 4 monk, 2 lancer |
Samurai have the ability to 'draw out' the spirit of a katana, and use its powers to either attack enemies, or assist allies. All 'draw out' effects take place in a circular range around the caster, and do not effect the caster. This main drawback to this technique is that it requires you to keep extra katanas in your inventory (and there's a chance of one breaking when you use a 'draw out' technique), which can get expensive.
Furthermore, samurai have high attack power (particularly if you use the 'two hands' ability), high defense (if you want it higher you may wish to equip the knight's 'equip armor' ability), high speed, low magic power, fair magic defense, and fair jump/movement range. Therefore, they are best suited for melee skill sets as opposed to magic skill sets.
Now, katanas are two-handed weapons, so equipping 'dual wield' is out. I would just go with the 'two hands' skill. Katanas are compatible with the 'dark sword,' 'light sword,' and 'mighty sword' skills, so you can equip any of those. Some other useful sets for samurai are 'berserk,' 'jump,' 'sword dance,' and 'snipe.'
Basic Skills (Draw Out):
| Asura Knife |
Release the spirit of a asura knife in inventory (must have a asure knife in stock). Released spirit takes the form of an invisible blade and attacks enemies in a circular range around the caster. There is a chance that the sword used will break when this technique is used. |
| Koutetsu |
Release the spirit of a koutetsu sword in inventory (must have a koutetsu sword in stock). Spirit attacks enemies in a circular range around the caster. There is a chance that the sword used will break when this technique is used. |
| Bizen Boat |
Release the spirit of a bizen boat sword in inventory (must have a bizen boat sword in stock). Whispers of released spirits drain mp from enemies in a circular range around the caster. There is a chance that the sword used will break when this technique is used. |
| Murasame |
Release the spirit of a murasame sword in inventory (must have a murasame sword in stock). Spirit attacks enemies in a circular range around the caster. There is a chance that the sword used will break when this technique is used. |
| Heaven's Cloud |
Release the spirit of a heaven's cloud sword in inventory (must have a heaven's cloud sword in stock). Spirit attacks enemies and casts 'slow' in a circular range around the caster. There is a chance that the sword used will break when this technique is used. |
| Kiyomori |
Release the spirit of a kiyomori sword in inventory (must have a kiyomori sword in stock). Benevolant spirits cast 'barrier' and 'm'barrier' on allies in a circular range around the caster (does not effect the caster). There is a chance that the sword used will break when this technique is used. |
| Muramasa |
Release the spirit of a muramasa sword in inventory (must have a muramasa sword in stock). Spirit inflicts 'confusion' and 'death sentence' on enemies in a circular range aorund the caster. There is a chance that the sword used will break when this technique is used. |
| Kikuichimoji |
Release the spirit of a kikuichimoji sword in inventory (must have a kikuichimoji sword in stock). Spirit attackes enemies in a circular range around the caster. There is a chance that the sword used will break when this technique is used. |
| Masamune |
Release the spirit of a masamune sword in inventory (must have a masamune sword in stock). Benevolant spirits cast 'regen' and 'haste' on allies in a circular range around the caster (does not effect the caster). There is a chance that the sword used will break when this technique is used. |
| Chirijiraden |
Release the spirit of a chirijiraden sword in inventory (must have a chirijiraden sword in stock). Spirit becomes a blue flame, and attacks in a circular range around the caster. There is a chance that the sword used will break when this technique is used. |
| Meatbond Slash (equip) |
When your hp is reduced to less than 10% of its max, counter with an attack that deals damage. Damge = your max hp. |
| Blade Grasp (counter) |
Stop melee attacks by catching short-ranged weapons with your hands. |
| Equip Katana (equip) |
Equip katanas regardless of job. |
| Two Hands (equip) |
Hold equipped weapon in both hands to increase attack power (incompatible with 'dual wield'). |
|
Sniper |
| Skill: |
Snipe |
| Weapon: |
Bow, crossbow, gun |
| Armor: |
Basic |
| Requirements: |
Level 5 engineer |
Snipers have high attack power, fair defense, fair magic power, fair magic defense, very high speed (not as high as a ninja's though), very high movement/jump range, and very high accuracy. The idea for a strategy for a sniper is to climb onto the highest point in the battlefield (put that high jump range to some good use), and then attack and 'snipe' enemies on the battlefield from that spotting position.
For a sniper, a second skill set that best takes advantage of their long range weaponry and high accuracy like 'charge' or 'gun magic' (although they aren't the best casters) is a good call. The best skill, however, would probably be 'steal' or 'battle skill.' 'Battle skill' allows a sniper to break an enemy's equipment from far away, and with a high degree of accuracy. You have to be close to an enemy to use 'steal,' but a sniper's high accuracy makes stealing much easier, and you can prevent counterattacks by using 'arm aim' before moving in closer.
Basic Skills (Snipe):
| Leg Aim |
Restrict movement by targeting and attacking an opponent's legs. Inflict's 'don't move.' |
| Arm Aim |
Restrict action by targeting and attacking an opponent's arms. Inflict's 'don't act.' |
| Blood Aim |
Cut an enemy's hp in half by aiming at places that are prone to bleeding. |
| Core Aim |
Stop an enemy from casting a spell by aiming at the center of where the energy is being conjured. Reset CT requirement for a spell that is being cast. |
| Life Aim |
Shorten an enemy's lifespan by aiming at his vitals. Inflict's 'death scentence.' |
| Deflect (counter) |
Make arrows and bullets miss you by shooting them out of the air (must have a ranged weapon equipped). |
| Concentrate (equip) |
Accuracy +50%. |
| Equip Gun (equip) |
Equip guns regardless of class. |
|
Soldier |
| Skill: |
Limit |
| Weapon: |
Sword |
| Armor: |
Basic |
| Requirements: |
Level 8 berserker, level 8 mercenary, level 8 temple knight |
Soldiers have high attack power, low defense (it doesn't help that they have only basic armors), high magic power, fair magic defense, fair speed, high movement/jump range, and awesomly powerful special attacks!
Alright, the first thing to do is equip a soldier with the 'short charge' and 'counter quick' abilities. The reason for this is that his limits, although amazingly powerful, have an insanely high CT requirement. Without 'short charge,' for example, 'cherry blossom' can take as many as 74 turns to charge. Plenty of time for your enemy to wander out of range...or wander over to you and kill you while you're casting.
Now, it seems like a good idea to equip 'equip armor' to up a soldier's defense, but doing that would prevent you from equipping the 'short charge' ability, as you can only have one support ability equipped per unit. What you can do, however, is master all of the limit skills, change your class to something that does wear armor, and then equip 'short charge' and 'counter quick' with that class.
If you plan to do that, make sure it's a class that can use a sword, as a sword is required to preform the 'limit' skills. Dark knight, paladin (oh yeah, that'll fix your defense problem), divine knight, dragonair, temple knight, mercenary, and knight are some fine armor-wearing, sword-bearing examples.
Another good idea might be to give the 'limit' skill to a ninja. Now, ninja's aren't really that much better off defensivly than soldiers, but they are much faster, and can equip two swords without needed to use 'dual wield' as their support ability. It could work.
Basic Skills (Limit):
| Braver |
Attack and blow one enemy away with samurai spirit. |
| Cross Slash |
Attack one enemy. |
| Blade Beam |
Damage one enemy. Damge = (max hp - current hp). |
| Climhazzard |
Damage on enemy. Damage = (your current hp - enemy's current hp). |
| Meteorain |
Summons meteors to fall on all enemies in range (wide range). |
| Finishing Touch |
Casts 'death,' 'petrify,' and/or 'stop' on all enemies in range (wide range). |
| Omnislash |
Dash about and slash all enemies in range (wide range). |
| Cherry Blossom |
Massive damage to all enemies in range (very wide range). |
|
Summoner |
| Skill: |
Summon |
| Weapon: |
Staff, rod |
| Armor: |
Basic, robes |
| Requirements: |
Level 2 time mage |
Summoners can call forth any spirit that they have made a summoner's pact with. Summoners are very powerful casters once they have a spirit to summon but are, needless to say, not too handy before then. Until they make their first 'summoner's pact' they will be relying on their secondary skill set, so choose it wisely.
Summoner's have high magic power, high magic defense, low attack power, low defense, and fair everything else. 'Summon' spells require a lot of mp (although you can drastically mitigate that problem with the 'half of mp' ability), so it is usually a good idea to equip robes. Also, 'summon' spells can take a long time to cast, so it is an even better idea to equip the 'short charge' (time mage) ability to decrease the heavy CT requirements. Other than that, pretty much any secondary skill set that involves magic should do alright. Just avoid skills like 'animate,' 'gun magic,' and 'metallurgy' that use up huge amounts of mp, and then don't have any left over for the actual 'summon' spell...
Basic Skills (Summon):
| Summoner's Pact |
Make a deal with a nature spirit so that it will allow you to summon it during battle. |
| Summon |
Call forth a spirit that you have made a summoner's pact with. |
| MP Restore (counter) |
When hp falls below 10%, counter by restoring 50% of your own mp. |
| Half of MP (equip) |
Cuts mp requirement for spells and special attacks in half. |
| Negotiator (equip) |
Able to make pacts with spirits, even if not a summoner. |
|
Temple Knight |
| Skill: |
Magic Sword |
| Weapon: |
Sword |
| Armor: |
Light armor, medium armor |
| Requirements: |
Level 8 knight, 8 oracle, 5 mesmer, 5 heaven knight |
'Magic sword' abilities are similiar to 'yin/yang magic' abilities. 'Magic sword' skills are much more accurate than 'yin/yang magic' skills, and require no charge time to be cast. However, they are also incompatible with 'math skills,' and can only effect one enemy at a time.
Temple knights have high attack power, high defense, very high magic power, very high magic defense, fair speed, and a high movement/jump range. The 'magic sword' skill can be a bit costly with regard to mp, but the 'aspel' spell can drain mp from a target and transfer it to the caster. But, if you're still worried about running out, you can always equip the 'dark sword' ability (and use 'night sword' to drain larger amounts of mp), or equip the oracle's 'move mp up' ability.
Temple knight's have high attack power, and are good candidates for the 'dual wield' ability. Skills sets that work well with them include 'light sword,' 'dark sword,' 'mighty sword,' 'runic,' 'truth,' 'topography,' 'chaos magic,' 'phantasm,' 'black magic,' 'white magic,' and 'time magic' (but not 'yin/yang magic,' that would be kind of repeitive).
Also, keep in mind that you must have a non-ranged bladed weapon equipped to use the 'magic sword' techniques.
Basic Skills (Magic Sword):
| Blind |
Inflict 'blind' on one enemy. |
| Aspel |
Drain mp from one enemy. |
| Drain |
Drain hp from one enemy. |
| Zombie |
Inflict 'undead' on one enemy, so that healing spells hurt them. |
| Silence |
Inflict 'silence' on one enemy. |
| Berserk |
Inflict 'berserk' on one enemy. |
| Chicken |
Lower one enemy's brave by 50. If it gets below 10, they rally do turn into chickens. |
| Despair |
Negate support magic on one enemy. |
| Don't Act |
Inflict 'don't act' on one enemy. |
| Sleep |
Inflict 'sleep' on one enemy. |
| Break |
Turn one enemy to stone. |
| Lifebreaker |
Damage one enemy. Damage = (max hp - current hp) |
|
Thief |
| Skill: |
Steal |
| Weapon: |
Knives |
| Armor: |
Basic |
| Requirements: |
Level 2 archer |
Thieves have low attack power, low defense, low magic defense, very high speed (not on par with a ninja, but still good), very high movement/jump range, and some very useful (and potentially profitible) 'steal' abilities. A high level thief can strip his opponent down, taking his weapon, his helmet, his armor, his accessory, his underware, you name it, in a matter of seconds. Or, if the enemy happens to be a member of the opposite sex, he may even use 'steal heart' to get her to join his allies.
Sadly there are only a two skills sets that really work well with the theif class. 'Item' is nice, as this will allow a thief to heal himself with items, and to rush over to other allies (via his excellent speed and movement range) who may need of healing thems. And other other is 'berserk,' which allows a thief to raise his stats, and mitigate some of his physical weaknesses.
Basic Skills (Steal):
| Steal Gill |
Steal money from an enemy. |
| Steal Heart |
Charm an enemy of the opposite sex. |
| Steal Helmet |
Steal an enemy's helmet. |
| Steal Armor |
Steal an enemy's armor. |
| Steal Shield |
Steal an enemy's shield. |
| Steal Weapon |
Steal an enemy's weapon. |
| Steal Accessory |
Steal an enemy's accessory. |
| Steal Underware |
Steal an enemy's underware without him noticing. You're just that good... |
| Steal EXP |
Steal an enemy's EXP. |
| Gilgame Heart (counter) |
When attacked, recieve money. Momey recieved = amount of damage taken. |
| Catch (counter) |
Catch weapons that are thrown at you, and keep them (good for evading the ninja's 'throw' abilities). |
| Poach (equip) |
Skin a monster as soon as you walk over it. Pelt can be sold on the fur trade. |
|
Time Mage |
| Skill: |
Time Magic |
| Weapon: |
Staff, rod |
| Armor: |
Basic, robes |
| Requirements: |
Level 2 wizard |
Time mages are spellcasters who have learned how to alter the flow of time with magic. They can increase the speed of allies and decrease the speed of enemies to help turn the tide of battle. They also have a few spells that do direct damage. The 'short charge' ability is very useful for casting spells quickly.
The time mage's msot valuable ability is actually 'short charge.' It allows casters to act quickly in battle, and decreases the charge time requirement for spells. This is especially useful for 'summon' spells, 'limit' skills, and the 'meteor' spell which take a very long time to charge.
A time mage will do well with any sort of magic skill set equipped, but the ideal one would be a mastered set of 'math skills.' This will allow a time mage to cast spells on many allies or enemies (sometimes all allies or enemies) at the same time, regardless of range. This is massivly useful when you can cast 'quick' on almost all of your allies at once, while your enemies are still waiting for their CT guages to fill up so they can take their next turn. Good times...
Basic Skills (Time Magic):
| Haste |
Temporarily increases speed of all allies in range. |
| Haste 2 |
Same effect as 'haste,' but lasts until the end of battle. |
| Slow |
Temporarily decreases speed of all enemies in range. |
| Slow 2 |
Same effect as 'slow,' but lasts until the end of battle. |
| Stop |
Casts 'stop' on all enemies in range. |
| Don't Move |
Casts 'don't move' on all enemies in range. |
| Float |
Make allies in range float, so they will be immune to earth magic, and can move more easily. |
| Quick |
Raises target's CT to 100. |
| Demi |
Non-elemental damage to all enemies in range. |
| Demi 2 |
Heavy non-elemental damge to all enemies in range. |
| Meteor |
Massive non-elemental damage to all enemies in range (very wide range, very large CT requirement). |
| Critical Quick (counter) |
Counterattack by casting 'quick' on yourself. |
| MP Switch (counter) |
When hit, lose mp instead of hp. |
| Short Charge (equip) |
Decreases CT requirement for spells and special attacks. |
| Teleport (equip) |
Move instantly to your destination regardless of obstacles (attempting to move too far may cause the move to fail). |
| Auto Float (equip) |
Automatically equips 'float' at the beginning of every battle. |
|
Wizard |
| Skill: |
Black Magic |
| Weapon: |
Staff, rod |
| Armor: |
Basic, robes |
| Requirements: |
Level 2 chemist |
Ok, first order of buisness: 'black magic' is not evil - well, ok, sometimes it is, but it's usually not. See, what happened was 'white magic' was invented first, and then wizards came later. And everyone said "oh look! It's a new form of magic that hurts people - which is the opposite of healing people, which is what 'white magic' does. And since it's the opposite of 'white magic' and black is the opposite of white, we should call this new stuff 'black magic!" Unfortunately, not everybody knows that, and now they think all types of 'black magic' are evil because its name is kinda similiar to 'dark magic' which is evil. You've gotta be careful when you name these things...
Wizards don't have much going for them with regard to attack power and defense, but if you like offensive magic, forget about it! Wizard's have high magic power, high magic defense, and fair everything else.
It's a good idea to equip a wizard with 'short charge,' so that he can cast spells quickly. 'Teleport' would also be useful, so that he can teleport away from melee enemies if he need to (and he probably will, with his low defense and all).
A wizard can make use of any kind of magic skill set. 'Time magic,' is useful for keeping allies going, 'white magic' will allow the wizard to both attack and heal, 'yin/yang magic' will allow him to both attack and cast status ailments on his enemies, and so on. However, the idea set would be a mastered set of 'math skills.' These will allow a wizard to attack many enemies (sometimes even all enemies) at the same time, regardless of range, while on the battlefield. This will allow a wizard to make full use of his offensive magic, and not cast from a safe distance away, and not risk getting killed by enemy melee units.
Basic Skills (Black Magic):
| Fire |
Fire damage to all enemies in range. |
| Fire 2 |
Fire damage to all enemies in range. Stronger, and has a wider range, than 'fire.' |
| Fire 3 |
Fire damage to all enemies in range. Stronger, and has a wider range, than 'fire 2.' |
| Fire 4 |
Fire damage to all enemies in range. Stronger, and has a wider range, than 'fire 3.' |
| Bolt |
Lightning damage to all enemies in range. |
| Bolt 2 |
Lightning damage to all enemies in range. Stronger, and has a wider range, than 'bolt.' |
| Bolt 3 |
Lightning damage to all enemies in range. Stronger, and has a wider range, than 'bolt 2.' |
| Bolt 4 |
Lightning damage to all enemies in range. Stronger, and has a wider range, than 'bolt 3.' |
| Ice |
Ice damage to all enemies in range. |
| Ice 2 |
Ice damage to all enemies in range. Stronger, and has a wider range, than 'ice.' |
| Ice 3 |
Ice damage to all enemies in range. Stronger, and has a wider range, than 'ice 2.' |
| Ice 4 |
Ice damage to all enemies in range. Stronger, and has a wider range, than 'ice 3.' |
| Poison |
Attempts to poison targeted enemies. |
| Frog |
Attempts to turn targeted enemies into frogs. |
| Death |
Attempts to instantly kill one enemy. |
| Flare |
Massive fire damage to all enemies in range. |
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