top of page

Classes, Races, Divinity

Warrior - The warrior relies on their own power in combat and is very gear dependent. They gain attack and defensive advances primarily through gear upgrades. Their skills are ways to use their weapons and armor to their advantage.

  • Cleave - Attack 2 targets adding +25% Weapon Attack Power to the attack - 20 TP

  • Clash - Attack a single target, add 10% weapon Attack Power and 25% Armor Value for 1 turn. - 25 TP

  • Enrage - Take no action this turn, but increase TP by 40. +10% defense this turn - 5 TP

  • Sunder - Attack a single target, reduce enemy physical defense by 75% - 20 TP

  • Pummel - Attack a single target 4 times in rapid succession, each attack is increased by +10% Weapon Attack Power - 30 TP

Hero - The Hero inspires those around him by their bravery and tenacity. They use skills and abilities to increase themselves and their allies. They value teamwork and tactics.

  • Rally - Archers and Bulwarks health and agility increased by 20% for 4 turns - 10 TP

  • Inspirational Charge - Attack a single target, Hero's party ATK increased by 20 for this turn. - 15 TP

  • Heroic Sacrifice - Hero suffers 50% health decrease, all allies healed fully and gain 50% defense for 4 turns - 5 TP

  • Strategic Advance - The hero attacks all enemies at -25% attack power, all allies gain 10% Atk, Def, Agi, Luk for 4 turns - 30 TP

  • Commanding Strike - Hero strikes a single target with +25 damage and allies gain 25 HP per turn for 4 turns - 25 TP

Ranger - The Ranger utilizes precision, stealth, and strategy to identify and exploit weaknesses in enemies. They value AGI and LUK as these attributes directly impact their effectiveness.

  • Target - Mobility - The Ranger targets the enemy to reduce their agility. ATK + AGI + LUK -50% enemy AGI for 2 turns. - 15 TP

  • Target - Offense - The Ranger targets the enemy to reduce their ATK. ATK + AGI + LUK - 25% enemy ATK for 2 turns. - 15 TP

  • Target - Defense - The Ranger targets the enemy to reduce their DEF. ATK + AGI + LUK - 25% enemy DEF for 2 turns/ - 15 TP

  • Barrage - The Ranger attacks all of the enemies, adding 20 damage + AGI and LUK. - 40 TP

  • Feint - The Ranger gains a considerable evasion boost for this turn, any unsuccessful attack against the Ranger increases their TP. - 10 TP

Sage - The Sage is a master of magical energies and arcane forces. Their abilities form magical barriers, elemental blasts, and debuff the enemy forces.

  • Magic Missile - The Sage uses pure arcane magic to strike one enemy target. Magical Power + 10 damage to one enemy. - 10 MP

  • Elemental Blast - The Sage uses the elemental affinity derived from their Deity to blast one enemy. Magic Power + 25 damage. - 25 MP

  • Magical Barrier - The Sage creates defensive magical boosts for all allies, + 15% Physical Defense and + 25% Magical Defense for allies for 6 turns. - 40 MP

  • Magical Miasma - The Sage inflicts attempts to stun and magically blind all enemies. - 40 MP

Humans - Humans gain slight Attribute bonuses to Health, Agility, and LUK. + 10 Health, + 10 AGI, + 10 LUK

Elves - Elves gain considerable Attribute bonuses to AGI and LUK but also have less health. + 25 AGI, + 25 LUK, - 15 Health

Imps - Imps are naturally more magical then other races, but not as strong physically. + 25 MAT, + 25 MDF, + 100 MP, - 10 STR, - 10 HP, -10 DEF

Goblins - Goblins are physically strong and resilient, however they are naturally not as magical as the other races. + 25 health, + 25 STR, + 15 DEF, - 25 MAT, - 25 MDF, - 10 AGI, - 40 MP

Anima - Anima are agile and hearty, but fair less in most other attributes compared to other races. + 15 Health, + 15 AGI, - 5 Luk, -5 MAT, - 5 MDF, - 5 STR, - 25 MP

Blue - Water/Ice - Gain 1 magical ice attack (Ice Spear) MAT + 10 - 25 MP, Gain 1 MP Replenish spell (Mana Spring), - 25 TP + 40 MP

Red - Fire - Gain 1 magical fire attack spell (Searing Blast) MAT + 10 - 25 MP, Gain 1 magical buff (Burning Rage) Player + 30% ATK for 2 turns - 30 MP

Green - Nature/Wind - Gain 1 magical snare (Entangling Roots) All enemy stun - 40 MP, gain 1 healing spell (Healing Wind) All allies + 75% health - 50 MP

Black - Death/Decay Gain Magical Bonus and dark blast one enemy (Dark Consumption) Grow MAT, MAT + 10 to one enemy and attempts to blind - 45 MP and also sacrifice health to gain MP (Dark Conversion) - 50% HP + 50 MP

Purple - Lightning - Gain one magical lightning attack against all enemies (Balled Lightning) MAT - 10% all enemies - 50 MP and gain 1 spell (Divine Justice) A magical sword smites one enemy + 150% MAT - 50 MP

Brown - Earth - Gain one defensive magical spell (Stone Skin) gain 300% defense for 10 turns - 30 MP, Gain 1 attack spell (Cataclysm) all enemies take earth damage MAT + 15 damage to all enemies - 100 MP

All Deity choices also award the following spells

Hex - Attempt to curse one other Avatar. - 100 MP (only 10% chance to kill 1-5 units) (+10% if you are the Black Player) Only usable out of combat.

Pray - Attempt to call to Deity for assistance. - 100 MP (only 10% chance to gain 10-20 food, or 10-20 gold, or be teleported back to your castle)


Featured Posts
Recent Posts
Archive
Search By Tags
No tags yet.
Follow Us
  • Facebook Basic Square
  • Twitter Basic Square
  • Google+ Basic Square
bottom of page