Category Archives: Characters

LS 1.7 Class/Abilities Update


RanksThe proportion between Ranks has changed. The difference between Rank I and Rank II is the same as it’s been since LS 1.5 (20% increase), while taking any ability to Rank III will increase its effectiveness by 25% (up from ~22.22%). So the current proportion is: 100/120/150. Players will hardly feel the difference of a ~2.28% increase, but this helped me a lot to simplify the maths involved.

  • I was considering changing this proportion once more to 100/150/200. I also thought about adding another Rank (IV, 200%). However, 1) it would be exhausting, as a player, to take all existing abilities up four Ranks, 2) Ranks would be unbalanced, and 3) if the output of any ability changed dramatically over the course of the game, it would be pointless to get a better equipment or to spend Talent Points to actually increase parameters.
  • Ranks are there for the pure purpose of balance: I don’t want players to focus too much on them.

Ranks were added to some abilities that used to have none. Taking abilities to further Ranks does not only improve their effectiveness/output: sometimes the buff they provide lasts longer, their cool-down is shorter, their cost is lowered, they affect all targets instead of one, etc.

Update: all abilities need to be used at least 20 times before they can be taken to their further Rank. Also, a general 5-level-range rule applies: for instance, if one ability is learnt at L.13, it cannot be upgraded to Rank II before L.18, and to Rank III before L.23.

As I have mentioned, all animations have been updated: please check the video below to see them live. I must thank and credit this artist for making the animation layers I used.



There are literally hundreds of abilities in the game at the moment: despite my efforts to keep all abilities useful or interesting at all levels, I do realise that some abilities will serve their purpose best in early game, while players will easily forget about them later on. However empowered in their final Rank, abilities like Hoimi or Prayer are unlikely to be used during late-game encounters. The rotation between all abilities available, while still situational, should be way simpler at that stage. Before reaching L.50, players should be confident enough experimenting with different rotations and team compositions, that they shouldn’t need to concentrate any more on the details presented below.


  • Mending (New) is now a class passive ability which can be triggered by any of the Priest’s heals and shields. It has the same chance to proc as Endurance (Passive), which is about 50%. When triggered, Mending will recover another 9% maximum health at the end of every turn. It has a 2-turn duration, but it can be refreshed continuously.
  • Endurance (Class Passive) increases the target’s maximum health by 7% for 4 turns (5 Stacks, refreshable). The new amount of HP is not automatically updated (New), which is why Priests can never fully heal their allies when applying EnduranceMending should now work as a filler.
  • Celestial Bulwark (I, II, III) (New): shields one ally/all allies, absorbing all damage taken by up to 10,284/12,341/15,426. Lasts for 2/3/4 Turns. It naturally wears off upon receiving damage equal to the absorption shield. Celestial Bulwark (I, II, III) can trigger both Endurance and Mending. While the shield is active on the target, all damage-over-time effects are automatically cancelled.
  • Redemption (No Ranks) (New): deals Holy damage scaling off 9.38 * 200% Spirit and recovers 16% of the Priest’s maximum Mana. This technique has no cost.
  • Behomazun OD (I, II, III) (New): grants Health Regeneration and 38% increased healing received from the Priest (All Allies). Further Ranks increase the spell’s direct healing.
  • Lesser Megazaru OD (No Ranks) (New): heals one ally for 3.38 * 52%  of the Priest’s current health. Also removes all Status ailments. (In the video below, Lesser Megazaru actually used 72% of the Priest’s current health, which is why its healing output turned out to be so high).
  • Purify (New): removes all Status ailments (All Allies). Does not apply either Endurance or Mending. Works exactly like Shanaku, except it targets the whole Party.
  • The Mana cost of Hoimi (I, II, III)Behoimi (I, II, III) and Behoma (I, II, III) has been increased, while the Mana cost of Lesser Behomarā (I, II, III) and Greater Behomarā (I, II, III) is now considerably lower compared to the previous Beta.


  • Holy Aegis (New) mitigates all magic damage taken by 28% (2 stacks). It is granted by all of the Acolyte’s heals. It is not triggered any more upon casting Elysian GraceSalvation or Divine Blessing OD. Also, Holy Aegis does not increase the healing received from Acolytes any more.
  • Prayer (I, II, III)Inner Light (I, II, III) and Daylight (I, II, III) had their Mana cost reduced, while Luminance (I, II, III) and Sunshine (I, II, III) are now far less Mana-efficient. Also, Prayer (I, II, III) had its internal critical chance increased (14/17/21%). All other heals have no greater critical chance than the Acolyte’s.
  • Salvation (No Ranks) (New) cuts all damage taken (–5,754) and restores 16% of the caster’s maximum ManaSalvation (Status) is applied to one ally and it lasts for 2 turns. (In the video below, Salvation still affected all allies). Obviously, all damage taken over that amount (5,754) will damage the target.
  • Divine Blessing OD (New) prevents K.O. in combat and greatly increases all healing received from the Acolyte (+48%). It wears off when absorbing fatal damage or after 4 turns. It automatically cancels Elysian Grace.
  • Divine Spirit (Passive) (New) does not increase Spirit any more. Instead, it increases the Mana recovered by Focused Mind (Passive) (+16%). While other classes recover Mana from 50% Spirit at the end of every turn, Acolytes will recover Mana scaling off 66% Spirit.
  • Replenishment (OD): grants increased Mana Regeneration (4 turns). This ability can be learnt only by Traben when handing the quest Elder Silentall (in Erene). Glowing Star: Removed: change it as I might, it still felt either over-powered or useless.


  • Combat Stance (Status) is no longer required to successfully select Rupture (I, II, III)Punishment (I, II, III) and Arcane Volley (I, II, III)Combat Stance still increases Stamina (+15%) and Strength (+22%) at the expense of Intellect (–42%) and Spirit (–67%), but it is not a requirement any more to use class-related abilities scaling off Strength. On the other hand, all healing abilities still require Restoration Stance (Status) to become available.
  • Restoration Stance (Status) increases Intellect by 12% (down from 15%) and Spirit by 4% (down from 22%). It has no impact on Stamina, but it severely decreases Strength (–88%). I basically reviewed how Stances were working in the previous Beta: I still want Mystics to rely on their chosen Stance, but the idea of switching during combat turned out to be a waste of time. While Restoration Stance is still required to use Mystics as healers, Combat Stance (New) is now closer to a buff, and it does not persist through K.O. any more.
  • Rejuvenate (I, II, III) now targets all allies instead of just one. Its healing output has also been adjusted.
  • Consecration OD (I, II, III) (New): further Ranks now apply the corresponding healing-over-time effects. Also, its direct healing has been increased. (In the video below you will see it healing for 31,701 HP).
    • Update: The problem with Consecration OD is that its healing output is currently insane. On the one hand, it is an overdrive ability affecting one ally and it requires Restoration Stance (Status) to be cast. On the other hand, it’s basically a burst heal with three healing-over-time effects applied at once, which recover another 8,208/8,967/9,975 HP over 3 turns. That’s why I have decided to keep only the direct healing.
    • Update: Vitality (New) increases all healing received from Mystics by 16% (4 stacks): it is now a stacking passive with a 3-turn duration, refreshable. All of the Mystic’s HOTs, with the exception of Quietude, have had their duration decreased to either 1 or 2 turns, so the removal of these effects is no longer a real con: on the other hand, it takes Mystics 4 spells to build 4 stacks of Vitality, and to lose all of them for an emergency heal makes definitely more sense. Consecration OD (I, II, III) (New) now removes all of the Mystic’s HOTs Vitality.
    • Update: Even if there’s not enough room in the description field to add this piece of information, Quietude (Status) (New) will keep cancelling all of the Mystic’s HOTs for all its duration – 3 turns. It means that for the following 3 turns, after casting Quietude, Mystics will not be able to apply any of their HOTs or stacks of Contemplation (Status) on any target benefiting from Quietude (Status).
  • Raging Blows can now be learnt also by Mystics at L.18.
  • Rupture (I, II, III), Punishment (I, II, III) and Arcane Volley (I, II, III) (New) can be selected only if the Mystic has a Sword or an Axe equipped. Also, the damage output of all these abilities has been increased by ~27%. Update: I am currently trying to make these three abilities a little bit more fun.


This part will be covered at a later time. However, the video below shows the Necromancer in action.

The video below is meant to show how battles look like in the current Beta: I must have used a rather poor screen recorder, because I can tell you that it wasn’t so laggy in-game. However, I am working on a way to reduce lag anyway.


LS 1.7 Current Beta Changes


It has been very long since my last update – in fact, almost a year: this post is meant to summarise the current changes to the Beta. Most of the features highlighted in this post are currently being tested: nothing is final as of yet. Although LS 1.6 was never released, I will still refer to it as the previous Beta, as I am heading towards 1.7.

Characters, Items, Weapons:

Players can no longer increase Intellect by spending Talent Points. The only way to increase any character’s Mana Pool is to use equipment (permanent), abilities (a set number of turns) and consumables (temporary, or until out of combat).

  • The effectiveness of almost all spells depends heavily on the caster’s Intellect: that means that in LS 1.6 players could, hypothetically speaking, spend all of their Talent Points on this parameter, which ultimately resulted in ridiculous outputs of healing and damage, rather early in the game. Also, I could not predict any of these choices to keep encounters balanced and challenging at all levels.
  • It seemed unfair that casters had to spend their Talent Points on Stamina, Intellect and Spirit, while other classes could concentrate purely on Stamina and Strength.
  • By removing this possibility, casters will obviously retain a lot of unspent Talent Points, which should now converge to Spirit. This change also implies that casters will depend on their equipment more than they did before, as one of the fewer ways available to expand their Mana Pool.
  • As a consequence, Spirit curves are now slightly lower than the previous Beta.

This is how the new Status Screen looks like. Bars are larger and more colourful. Also, only the parameters that matters are shown in here – Hit Rate and Evasion: Removed.

Experience curves are now even for all characters. Just like in many other Role-Playing Games out there, all characters need the exact same amount of experience to level up.

  • Eilnys still benefits from Awareness (Passive), which doubles the experience gained from all encounters.
  • Players can still choose to skip as many quests they want, as long as they are not primary – those involving the main storyline.
  • Enemies have been given lower parameters of Spirit and Haste, so that players can successfully escape more easily.

Quest experience rewards have been adjusted so that, overall, they will allow players to advance within the level range of the current zone (5-9, 10-14, 15-19 and so forth). However, the experience gained from random encounters and Boss fights has been decreased. As long as the experience rewarded is concerned, aside from larger monsters, the rough proportion is now 10 Enemies = 1 Quest.

Potions have been removed and replaced by food. In addition to all usable items, which can be found or sometimes bought, I have recently added 32 new consumable items, 24 of which can be crafted using ingredients that will either drop after combat or be available at the shop.

  • Health Potions, Mana Potions, Apple, Cabbage, Edible Mushroom, Hot Bread, Remedy and Disperdherb: Removed.
  • Added1) Acorn Cookie, 2) Chocolate Cream Roll, 3) Sweet Rice Cake, 4) Starlight Log. These 4 items cannot be crafted.
  • Players will need to learn the corresponding Recipe in order to be able to create any of the 24 new items. Once learnt, the recipe will be available when using any Kitchen Table.

I cannot provide a comprehensive list as of yet, because this feature is being implemented right now. However, the effects granted by the new items will be fairly similar to those of the previous Beta.

Bows, Crossbows and Spears: removed. The only weapons available now include: Swords, Axes, Staves and Maces. There are currently 43 weapons increasing mainly Strength and 36 weapons increasing mainly Intellect – requiring L.4 to 50.

  • It didn’t make much sense to have many types of weapons and few actual weapons to choose from.

When choosing Heroic Mode for Boss encounters, players will always be presented with a rare-quality item, which will often be just an improved version of the one dropped in normal mode.


2 new Quests added.

  • Some Coal”: Rune Milner in the village of Nossa asked you to collect some coal from Dorcliff Ridge. The cave lies to the NORTH-EAST of Northmill. This mineral substance can be easily found on the rocky ground of the southern part of the cavern (L.5-9).
  • Old Magic”: As your daily task, Belgeon asked you to read the draft of a chapter from his upcoming dissertation: “The Old Magic”. Chapter 4 is about NORTHDELL’s civil unrest, nearly 20 years ago. For the past century, the people of NORTHDELL had grown less and less devoted to the Gladomain family, and pressured the Council to achieve secularism, meaning that Eilmorel, the immortal child of Laenai, could not rule for ever. Having sworn a commitment of allegiance and protection to the Gladomain family, and to its last descendant Eilmorel, the Northdell Guardians were caught in a dilemma when some Council members formally asked Eimorel to appoint them as the true rulers of NORTHDELL… Because of the secrecy of its contents, you may read this chapter only inside Belgeon’s house, in Molenor (L. 10-14).


All enemies’ parameters have been adjusted. The experience rewarded by enemies has been lowered, the rough proportion is now 10 Enemies = 1 Quest. Even if Bosses have different growth rates, by default all enemies’ parameters increase by level as displayed below:

  • Stamina: +58 per Level; Intellect: +19 per Level; Strength: (Database Value+1%)+7 per Level; Defense: (Database Value+1%)+6 per Level; Spirit: (Database Value+5%)+5 per Level; Haste: (Database Value+10%)+6 per Level; Gold: (Database Value+10%)+6 per Level.
  • This means that, even if given “1” for every parameter in the Database, L.50 enemies will still start off with 350 Strength (1,400 Physical Damage), 300 Defense, 250 Spirit, 300 Haste. Of course, enemies will have their parameters set to somewhat higher than “1”.

All enemies will drop more than 2 items – usually around 3/4 each. These items will be mainly materials for cooking. However, some enemies will also drop uncommon items, like cooking recipes, or weapons and pieces of armour – obviously, the latter will have a rather low chance of dropping.

Classes, Abilities, Combat:

This section will be covered more thoroughly at a later time, possibly next week.

  • However, I will say that all existing classes have been reviewed – new abilities have been added, both active and passive.
  • The Necromancer Class is currently being tested.
  • 8 classes are now available. However, Mystic, Warrior and Necromancer remain secondary, as they are meant to provide only variety and utility – the respective characters, Daruvial, Davian and Rudrin are also meant to be secondary.
  • Lauron will be able to choose from primary classes onlyGuardian, Priest, Acolyte and Thaumaturge, when reaching L.30 (no change here, same as the previous Beta).

The Aggro/Grudge System has been removed. It sometimes made the game crash unexpectedly and it didn’t add anything valuable to the encounters, especially in late game or against foes that would use mainly AOE abilities. Also, 1) it didn’t make sense to have an “Aggro System” in a game without proper Tanks (Davian is currently the only one, and he’s a secondary character), and 2) you cannot have proper Tanks in a game where Magic damage scales off the caster’s Intellect and thus cannot be avoided.

  • As a consequence, Vanish has been removed.
  • The Warrior’s core abilities now scale off Defense and – secondarily – StrengthTaunt and Escalation were both removed and replaced by Selfless Protector and Supplication: the former is a powerful damage-suppressor, which can only be applied to the Warrior’s allies, not to the Warriors themselves, while the latter is self-cast and increases all healing received by 12%.

Almost all animations have been redrawn – they are currently ~127.


New BGS and BGM according to zones: all villages and cities now have the same background music as long as they are in the same kingdom. The battle theme will only change for Boss fights and stay the same for all other encounters.

All maps are currently being redrawn, so that they will look more alike throughout the whole game. I am also adding specific features unique to each kingdom (NORTHDELL, ERIDEN, SOUTHSTON), so that players might “feel” they are in a different place, especially when moving from one kingdom to another – which should be rather common from L.30 onwards.

  • Some places have been renamed. “Mallowley Crag” is now “Dorcliff Ridge”, “Aldlea Forest” is now “Lochway Wood”, “Esteredge Crags” is now “Highwynne Ridge”; etc.
  • A new map feature has been added, called “Light’s Echo”. Health Regeneration stops at night, so that is when “Light’s Echo” will become available: sometimes, players will see a few sparks on the ground: by interacting with them, the whole party will be healed by 25% of their maximum HP. “Light’s Echoes” will disappear after healing the party, and each spark will only be usable once.

All Tiles have been upgraded: if you like, you may browse the gallery below.

That’s all for now. Thank you!

General Update & Known Bugs

Hi, everyone!

This update is meant to show some of the recent changes in Leomorn Sword (1.6). A few of these changes are just visual upgrades, while others involve Classes, Abilities, combat mechanics, new cut-scenes, Characters and the Story Background.

Visual Upgrades: Output Numbers (Combat)

Output Numbers. This is how they currently look like: HP Gain|HP Loss|MP Gain|MP Loss.


Environment. The maps for the following zones have been redrawn:

  • Lochbrook Edge;
  • Virannum Gardens;
  • Virannum Dungeon;
  • Virannum Prison;
  • Mal-Weng Silver Woods;
  • Interiors;
  • Teleport Stations. The whole feature has been updated, it should now feel a lot simpler than before. Players do not have to interact with the Portal Keeper any more, all they have to do is step on the portal and select their destination. If they possess the corresponding Pass and can afford travelling, they are automatically teleported to their chosen destination. Otherwise they will take a step back. Players can still interact with the Portal Keeper, but only to buy the Pass corresponding to their current location: Passes are still needed in order to successfully select any destination when using the Teleport Service.
    • To move from one island to another (e.g. from NORTHDELL to ERIDEN), players will have to use the portals located in the three capital cities, because all capital cities (Panador, Mirisia, Dalonur) will be linked through a different set of portals. Moving from one capital city to another will always be free of charge and it will not require any Pass.


Eilmorel Gladomain

I wasn’t quite satisfied with how the character of Eilmorel looked like. This is just a visual upgrade of her character, although most dialogues have been rewritten. As an in-game feature, I have also added a “Relationship” meter. Depending on the players’ choices, the relationship between Eilmorel and Lauron will either increase or decrease, having a significant impact as the game progresses. Their Relationship can go from -100 to +100. It will start being very low (currently -97). Most changes will occur automatically, but they will not be as significant as those depending on the players’ choices. Here’s an example of how the Relationship meter will display in-game, usually after cut-scenes.

RelationshipUpdateThe idea was to make Eilmorel look younger and more fragile, in a way, while during cut-scenes she is going to be a little more arrogant and self-aware, at least at the beginning. I’ll post a few screenshots of the new Eilmorel in-game soon.


Generally speaking, the Critical Hit formula has been re-written. Critical Hits will now deal 50% more damage or healing with spells, while physical attacks and all abilities scaling off Strength will deal 100% more damage.


  • (mystic_newclassicon)od_single_iconRebirth OD: the Mystic will rise again once incapacitated (The User; no cost). Under this Status the Mystic will be automatically revived at 53% HP upon receiving fatal damage. The Status naturally wears off after 5 Turns, or when leaving combat. Removed. Not only was it bugged, but it did not make much sense as an Overdrive ability. Being revived upon receiving lethal damage would have been useful only under certain circumstances, while a general cool-down refresh for all allies (works like a multiple-target meditation_iconMeditation) was much more desirable at all levels. (See below).
  • (mystic_newclassiconod_all_iconTime Relapse OD (New!) Immediately refreshes all Cool-downs. Also increases Haste (+7%) (All Allies). Haste is increased for the whole duration of the fight, and the effect does not fade after a set number of turns.
  • (mystic_newclassiconquietude_newiconQuietude (I, II, III) (Updated!) Heals all allies for 3.51/4.39/5.61 * 24/23/23% Mana. It benefits both from vitality_iconVitality and quietudestatus_newiconQuietude (Status). The amount healed at L. 50 (with 4,000 MP) is: 3,368/4,042/4,940 HP. This ability has 5/5/6 Turns CD. It will still remove all of the Mystic’s buffs from the targets, including vitality_iconVitalityquietudestatus_newiconQuietude (Status) will be applied by all of the Mystic’s healing spells (namely rejuvenate_iconRejuvenaterenewal_iconRenewal and unleashfury_iconArcane Remedy, regardless of their current Rank). quietudestatus_newiconQuietude (Status) has now a 5-Turn duration (up from 3).
    • The reason why I wanted quietude_newiconQuietude (I, II III) to benefit from vitality_iconVitality as well as from its own buff (quietudestatus_newicon), is that I didn’t want players to be forced to cast any other healing spell to increase quietude_newiconQuietude’s healing output. Besides, vitality_iconVitality can only be applied on the targets upon casting rejuvenate_iconRejuvenaterenewal_iconRenewal and unleashfury_iconArcane Remedy. With 2 stacks of vitality_iconVitality and 3 stacks of quietudestatus_newiconQuietude (Status), quietude_newiconQuietude (I, II, III) can virtually heal all allies for 6,321/7,586/9,271 HP (if not critical) but that’s not so easy to achieve, especially because the two buffs (vitality_icon/quietudestatus_newicon) have different durations. By giving Mystics one multiple-target healing spell, I aimed at making them able to heal the Party by themselves, and not as off-healers: if the healing output of quietude_newiconQuietude (I, II, III) was too low compared to other healing classes, players wouldn’t see the benefit of building Mystics as healers. On the other hand, quietude_newiconQuietude (I, II, III) should not depend too heavily on vitality_iconVitality and quietudestatus_newiconQuietude (Status).
  • (mystic_newclassiconunleashfury_iconArcane Remedy (I) is now learnt at L. 22. It can be considered one of the most powerful healing spells for this class, and it seemed unfair to other healing classes that Mystics would learn it sooner than L. 22introspection_iconBehoma (I) and daylight_newiconDaylight (I) are also learnt at L. 22. (lesserbehomara_iconLesser Behomarā and luminance_newiconLuminance are both learnt at L. 13, while  quietude_newiconQuietude is learnt at L. 16. However, I consider quietude_newiconQuietude to be more powerful, at least early game, compared to lesserbehomara_iconLesser Behomarā and luminance_newiconLuminance).
  • (mystic_newclassicon) Furthermore, the healing over-time provided by the Mystic’s healing spells is not a percentage of maximum HP any more: it is now a flat amount, that scales with level. All descriptions have been updatedrejuvenate_iconRejuvenate (I, II, III) will heal another 419/504/616*3 (1,257/1,512/1,848) HP over time; renewal_iconRenewal (I, II, III) will heal another 839/1,007/1,231*3 (2,517/3,021/3,693) HP over timeunleashfury_iconArcane Remedy (No Ranks) will heal another 1,478*3 (4,434) HP over time; quietude_newiconQuietude (I, II, III) will heal another 447/536/655*3 (1,341/1,608/1,965) HP over time. Since these are flat amounts, they do not depend on the unit’s Mana pool. If players built Mystics to be damage dealers, increasing their Strength and equipping them with the appropriate gear, Mystics will still be able to rely on the healing over-time provided by these healing spells under restorationstance_newiconRestoration Stance, even if the direct healing (scaling off Intellect) would be very low.
    • Obviously, if players wanted Mystics to be healers, they should choose to massively increase their Intellect and Spirit: in this way, the direct healing of all these spells would increase. Regardless of the players’ choices, restorationstance_newiconRestoration Stance will increase the unit’s Mana pool by 15%: if the unit has, say, 4,000 MP at L. 50, under this Stance (restorationstance_newicon) the Mystic would reach 4,600 MP, and all direct healing done would also increase by 15%.
    • All spells applying healing-over-time effects will cancel all damage-over-time taken for all their duration. This feature, however, does not seem to work as I was hoping. Sometimes the healing-over-time stops after one turn, especially when overriding a damage-over-time debuff.
  • (priestclass_newiconlesserbehomara_iconLesser and greaterbehomara_iconGreater Behomarā (I, II, III) (Updated!) now heal the Priest as well, but not like they used to. The amount healed scales off Spirit and has no additional Mana cost (the amount healed depends on the spell’s Rank514/616/752 and 616/740/904). While lesserbehomara_iconLesser Behomarā (I, II, III) does not apply endurance_iconEndurance on its targets, and has no effect on the Priest, both self-heals will have a chance to apply endurance_iconEndurance on the Priest. These self-heals can deal a critical hit. At L. 50, with roughly 500 SPI, these spells would heal the Priest for 2,570/3,080/3,760 HP (lesserbehomara_icon), and for 3,080/3,700/4,520 HP (greaterbehomara_icon).
  • (priestclass_newiconhoimi_iconHoimi (I, II, III) (Updated!) will have a chance to apply Mending (I, II, III). hoimi_icon/behoimi_icon/introspection_iconMending (Status) (Updated!) does not heal for a percentage of maximum HP any more. Just like the Mystics buffs, it now heals for a flat amount (over 2/3 Turns), depending on the spell’s Rank. hoimi_iconMending (I): 629*2 Turns; behoimi_iconMending (II): 756*2 Turns; introspection_iconMending (III): 924*3 Turns.
  • (acolytes_newiconprayer_newiconPrayer (I, II, III)innrelight_newiconInner Light (I, II, III)daylight_newiconDaylight (I, II, III)luminance_newiconLuminance (I, II, III) and sunshine_newiconSunshine (I, II, III) (Updated!) have now an increased critical hit chance (between 8 and 12%, depending on their current Rank). The icons for these abilities have also been updated.
  • (acolytes_newiconinnrelight_newiconInner Light (I, II, III) (Updated!) has been substantially redesigned: it now heals the Acolyte as well as the target (can be self-cast): the amount healed has no additional Mana cost and it scales off Spirit (754/904/1,106), resulting in 3,770/4,520/5,530 HP healed (if SPI=500). This self-heal can deal a critical hit, but it has no greater chance than the Acolyte’s own Critical Chance. Even when healing themselves, Acolytes can apply holyaegis_newiconHoly Aegis.
  • (acolytes_newicon)glowingstar_newiconGlowing Star (Updated!): reduces Cool-downs over time while gaining 18% of the unit’s Mana pool and increasing Spirit by 30% (it lasts for 4 Turns). Because of the cool-down reduction over time, the cool-down for this ability is now 18 Turns (up from 12). Here’s why: if given 3 points of cool-down reduction through equipment, glowingstar_newiconGlowing Star will decrease its own cool-down by 4+(3*4=12) Turns=16, so a 16-Turn CD reduction overall before it wears off. It really has only a 2-Turn cool-down instead. The idea was to give Traben, and Trabel only, a way to cast continuously while keeping his Mana pool almost unchanged. With 4,000 MP, 18% means 720 MP restored at the end of every turn, in addition to the Mana regenerated by Spirit, which should be around 325 MP, if SPI=500(+30%)=650: that would be roughly 1,045 MP regenerated at the end of every turn (for 4 Turns). With the only exception of sunshine_newiconSunshine (I, II, III), no ability will cost more than 1,045 MP at its maximum Rank: it means that Traben will be able to cast everything for almost no Mana expenditure. Any Status affecting Mana regeneration will stack with glowingstar_newiconGlowing Star.
  • (acolytes_newiconod_all_iconMana Profusion OD has been changed to: od_all_iconMana Overflow OD (Updated!). The amount of Mana restored scales off 304% Spirit (up from 204%).
  • All buffs (e.g. piora_iconPiorapiorim_iconPiorim’) will cost a percentage of current Mana, instead of a percentage of total Mana, to be less expensive, especially for Acolytes. Also, different buffs (and debuffs) involving Strength, Defense, Spirit and Haste cannot stack together. The last to be applied will be the only one present on the target. The same buff, on the other hand, can usually stack twice.
  • elementalperfection_newiconMana Well (II) (Updated!) now affects all allies, instead of just one target, just like elementalperfection_newiconMana Well (III). elementalperfection_newiconMana Well (I) will still affect one target. I wanted elementalperfection_newiconMana Well (II) to be more attractive to players, even before its maximum Rank.
  • General Physical and Magic Resistance have been added to the game, even if they can only be increased or decreased through equipment. All magic damage taken now depends on the unit’s general Magic Resistance and the corresponding, specific Elemental Resistance, e.g. merazoma_iconMerazoma (I, II, III) will deal Fire damage scaling off the unit’s Intellect, but the damage dealt changes depending on the target’s general Magic Resistance and specific Fire Resistance.
  • When affected by Sleep, Paralyse or Stun Status, all units will take 50/100% increased damage from all sources. Also, in order to reduce inequality, bosses are no longer immune to these effects, but they have a very low chance of being successfully put to Sleep, Paralysed or Stunned. In some cases, later on, they just can’t. It’s quite unusual, bosses are usually immune to all crowd-control effects, I’ll see if it works.

Known Bugs:

  •  The party_iconParty system is bugged. Whenever the leading actor reaches 0 HP, the system tries to replace him/her with the next alive character as soon as leaving combat, but if the next actor happens to be incapacitatedstatus_iconIncapacitated as well, the game freezes. I haven’t been able to fix this bug yet, so I would recommend players to resurrect incapacitatedstatus_iconIncapacitated actors as soon as possible, and to build their Party so that the first actor is alive.
  • zameha_newiconZameha (No Ranks) and kiariku_newiconKiariku (No Ranks) dispel Sleep and Paralyse/Stun: since I didn’t want enemies to use crowd-control abilities continuously, keeping the Party permanently either sleeping or paralysed/stunned, these abilities will also make the targets immune to these effects (Sleep, Paralyse, Stun) for 3 Turns. However, there is no way to check if the target is affected by these crowd-control effects, meaning that players will be able to cast these spells regardless, not being able to dispel anything in some cases, but always making the targeted allies immune to Sleep, Paralyse and Stun for 3 Turns. I would say this is a glitch more than a bug, but it is still quite annoying.
  • All damage-over-time debuffs and all healing-over-time effects will nullify one another, depending on which effect is applied last. That means that all spells applying any healing-over-time effect will dispel those debuffsreplacing DoTs with HoTs and vice-versa.
    • So, for instance, if someone is affected by Poison (Status), and Mystics apply any of their HoTs on the target (rejuvenate_icon/renewal_icon/unleashfury_icon/quietude_newicon), Poison (Status) will be dispelled immediately, and the healing-over-time will be applied instead. I do not mind this glitch so much, but it does make dispelling a bit useless. The only reason I may not want to fix this, is that it works the other way too. In the example above, Poison (Status), if applied afterwards, will cancel any HoT present on the target.

That’s about it for now! I’ll keep you posted and I hope to release the new Demo soon.

DISCLAIMER: All of the icons published within this post were either drawn or edited by me. It would be best if you PM’ed me before using them, just to be sure that you credit the right people. Thank you.

Class Update: Acolytes

allclasses_newiconsClass Update

Acolytes (formerly known as “Clerics”)

«The real light comes from within» (Master Elder Silentall)

CLASS PASSIVE:  Holy AegisThe Acolyte’s healing spells sometimes place a shield on the target. The shield nullifies 11% of all damage taken, stacking up to 2 times (11%+11%): this effect lasts for 2 turns, but its duration can be refreshed. Targets under this Status have their Divine Affinity increased, by 18/36%, which means they will receive the healing they receive from Acolytes is increased by the same amounts (18/36%). Holy Aegis has about 50% chance to proc with all of the Acolyte’s healing spells.


  • Prayer (Rank I, II, III): heals one ally for 7.42/9.96/13.79 * 19/17/15% current Mana; estimated healing output at L. 50: 5,644/6,773/8,278 HP. (CD: 3/3/3 Turns).
    • The major change here is that Acolytes’ spells do not scale off maximum Mana any more, so they won’t produce constant healing outputs. See below for a commented explanation.
  • Inner Light (Rank I, II, III): heals one ally for 7.94/11.18/16.54 * 27/23/19% current Mana; estimated healing output: 8,571/10,285/12,571 HP. (CD: 3/3/3 Turns).
  • Daylight (Rank I, II, III): heals one ally for 8.55/11.67/16.55 * 33/29/25% current Mana; estimated healing output: 11,284/13,541/16,551 HP. (CD: 4/4/4 Turns).
  • Luminance (Rank I, II, III): heals all allies for 4.06/5.10/6.55 * 22/21/20% current Mana; estimated healing output: 3,572/4,287/5,240 HP. (CD: 5/5/5 Turns). 
  • Sunshine (Rank I, II, III): heals all allies for 4.14/5.13/6.49 * 30/29/28% current Mana: estimated healing output: 4,963/5,955/7,279 HP. (CD: 5/5/5 Turns). 

Acolytes are designed to be stronger in single-target healing spellsSince current Mana is the multiplier, the amount of HP healed should decrease during fight, spell after spell, unless the Acolyte balances healing with Mana restoration.

EXAMPLE: casting Prayer (III) at L. 50, with an assumed Mana pool of 4,000 MP, will heal for about 8,274 HP (and the spell will cost 600 MP). Let’s assume Spirit = 450, meaning that 225 MP are restored at the end of the turn, because of Focused Mind passive ability. When casting Prayer (III) again, now with a Mana pool of 3625 MP, the spell will heal for 7,502 HP, which is about 10% less than before (and cost 544 MP). One more time, now with a Mana pool of 3,306 MPPrayer (III) will heal for 6,840 HP, again 10% less than before (and cost 496 MP). The Acolyte saved 160 MP over 3 turns, healing 10% less each time.

  • If you compare these outputs with those of a priestclass_iconPriest’s weakest heal, you will see that Hoimi (Rank I, II, III) will constantly heal for the same amount of HP as long as the Priest has enough Mana.

So, Acolytes must try to keep their Mana pool as high as possible, spending their Talent Points mainly on Spirit. The following abilities are all focussed on restoring Mana. The former 2 are shared by all healers, while the latter 2 are two of the Acolyte’s Overdrive abilities.

  • elementalperfection_newiconMana Well (Rank I, II, III7/8/9% current Mana; One Ally/One Ally/All Allies): restores an amount of Mana scaling off 76/92/112% Spirit.
  • manarestoration_newiconMana Restoration (Rank I, II, III): restores an amount of Mana scaling off 122/146/179% Spirit (The User). Also grants Concentration Status, restoring another 24% MP over 2 Turns (Status is cancelled upon taking damage).
  • Mana Profusion (OD): immediately restores Mana equal to 204% of the Acolyte’s Spirit (All Allies).
  • Replenishment (OD): grants Mana Regeneration Status (4 Turns, 11% MP restored at the end of every turn = 44% Mana over 4 Turns). Acolytes will only cast this ability on themselves.


  • Mahokite/Runic Blessing (9% Mana, the User): under this Status, the Acolyte will absorb the cost of all incoming spellsIt does NOT absorb damage, it restores Mana equal to the cost of the spell that the Acolyte’s hit by (which can be a harmful or healing ability). If Acolytes target themselves under this Status, the absorption will be calculated before subtracting the Mana cost. It is slightly different from making spells free, it only works as a shield that provides a small amount of Mana when taking damage, if the skill has some cost, which automatically exclude normal attacks.
  • Baikiruto (Rank I, II): increases Strength by 50 (One Ally/All Allies), 16% Mana/19% Mana. Baikiruto can stack up to 2 times, and it lasts for 3 Turns.
  • Meditation (No Cost, the User): refreshes all cooldowns and reduces Aggro/Threat. It does not refresh itself.
  • Elysian Grace (No Cost, All Allies): gives the whole active party a +25% Divine Affinity: the ability has an 8-Turn CD and it lasts for 4 Turns. It’s obviously lost upon death. Elysian Grace will be learnt by Acolytes at L. 29Elysian Grace can proc Holy Aegis, refresh its duration or make the effect stack. On the other hand, Elysian Grace will always cancel Glowing StarElysian Grace can greatly counter the Acolyte’s dependence on Mana, by increasing Divine Affinity.
  • Kiarī (I), 9% Mana: removes Poison Status (One Ally). Zameha, 14% Mana: dispels Sleep Status (All Allies). Kiariku, 12% Mana: removes Paralyse+Stun (One Ally). Kiararu, 10% Mana: removes Confusion (One Ally). On top of that, shanaku_newiconShanaku, 19% Manaremoves all Status ailments.
  • Zaoriku and ZaorīmaZaoriku, 18% Mana, 2-Turn CD, revives one ally at 63% HP and can also be used in combatZaorīma, 24% Mana, 5-Turn CD, revives all allies at 41% HP (only usable in combat).


The general aim with Acolytes is to increase the healing output (=Intellect) while keeping their Mana pool as high as possible (=Spirit).

  1. Luminance can be a great opening for Acolytes, because it has a chance to proc Holy Aegis, increasing the output of future heals, and because it has a decent balance between Mana cost and healing done.
  2. Elysian Grace is also viable, not only because it can also affect targets with Holy Aegis, but also because it has no cost whatsoever, and it greatly increases all future healing taken by the active party for 4 Turns.
  3. When generating a lot of Threat, it might be wise to cast Mahokite/Runic Blessing. Acolytes will still take damage, but they will also restore small amounts of Mana every time they’re targeted by enemies – unless they are hit by normal attacks.
  4. Replenishment (OD) should always be preferred over Mana Profusion (OD), because the beneficial effect it provides is huge and it lasts for 4 Turns. If the whole party needs Mana, of course, Mana Profusion (OD) is still a good choice, but it will turn out to be less useful at L. 50, because you’re supposed to have significant amounts of Spirit, by then, and be fine relying on the Mana provided by Focused Mind at the end of every Turn.
  5. The difference between Prayer (All Ranks) and Inner Light (All Ranks) is less than it may seem. At high levels and at their maximum rank, these spells will be almost as powerful, and Acolytes should only take care of their Mana pool (15% is less than 19%).
  6. If Acolytes happen to be out of Mana, or just very low, trying to heal with any spell will turn out to be a waste of time, Mana and cool-down. The best choice would be to restore Mana (mainly with elementalperfection_newiconMana Well and manarestoration_newiconMana Restoration).
  7. Because the Acolyte’s healing outputs are not easily predictable, players will have to play around them long enough to become familiar with the 10% reduction they get every turn, or just try to counter it with higher Intellect or higher Divine Affinity. The good news is that Acolytes will always have enough Mana to cast, however small the amounts of HP restored could become.


  • All single-target healing spells learnt by Acolytes are comparatively stronger than those of other healers.
  • Acolytes can save and restore Mana more easily than others, and are innately stronger in Spirit.
  • Acolytes have a few ways to increase Divine Affinity, both with their Passive and with active abilities (namely, Holy Aegis and Elysian Grace).
  • Acolytes are extremely Mana-dependent: if low on Mana (or Silenced) they are almost useless. Also, their healing outputs are not easily predictable.
  • Acolytes cannot dispel Blind Status with Kiarī (II).
  • At higher levels, players will tend to use Acolytes purely as healers, forgetting about buffs, dispels and harmful spells, because those are comparatively more expensive in terms of Mana, since their cost scales off maximum Mana.

DISCLAIMER: all of the icons published within this post were either original or edits. It would be best if you PM’ed me before using them, just to be sure that you credit the right people. Thank you.

Testing Screenshot

Glowing Star” (New!has 12 Turns CD (down from 20), causes +48 Aggro, and it gives the Cleric +40% Intellect (up from 24%) and +80% Spirit for all its duration (4 Turns), increasing all of the Cleric’s healing and harmful spells. “Glowing Star” will be learnt by Traben, and Traben ONLY, handing in his quest in Mirisia (“Elder Silentall”) around Lv. 27.

Elysian Grace” (Old) gives the whole active party a 280% increased Divine Affinity8-Turn CD, and duration increased from 3 Turns to 5. “Elysian Grace” will be learnt by Clerics at Lv. 29.

Healing over 38,280 with any spell means over-healing, so Traben is just given two abilities with long duration instead of one: using both abilities together is possible, but it would be a waste of time and Mana. Of course, I did try it for fun.

What happened:

  • Starlight (III)” heals for 22.07 * 25% Mana Pool (which should’ve been 1,061, butGlowing Star gives an increased Mana Pool (+40%) = 5943. The Mana cost for this spell (and the real multiplier) becomes 1485.
  • So, 22.07 * 1485 =32,773 (Base Healing output)
  • + 280% Effectiveness (Old Elysian Grace) = 91,764
  • + Critical Hit Bonus (which means * 2)
  • It could virtually hit for 183,529, but there is a +/-5% variance, so the output had to be within this range: 174,352~192,704. Life-points are limited to 38,280, and this output is roughly the 480%. This all felt useless and a bit ridiculous.

Elysian Grace” (New!) gives the whole active party a +50% Divine Affinity8-Turn CDlasts for 4 Turns, and it’s obviously lost upon death. “Elysian Grace” will be learnt by Clerics at Lv. 29.

  • In the example above, “Starlight (III)” would heal for 49,159 (98,319 if @critical), but you must bear in mind that this is the most effective healing spell in the game, enhanced with two very powerful buffs at the same time, during testing, and cast by a fully-equipped Traben. It means that, having around 3~4K MP, and using one CD at a time, “Starlight (III)” would normally heal for 19,775 (not 32K), and “Elysian Grace” would take it to 29,662, while “Glowing Star” would make it heal for 27,684. Now the two buffs are decently balanced.
  • Glowing Star” and Elysian Gracecannot be active at the same time on one target.

All of the icons published within this post were either original or edits. It would be best if you PM’ed me before using them, just to be sure that you credit the right people. Thank you.

Passive Abilities

stunstatus_iconOutdated Post!stunstatus_icon

Passive Abilities related to characters give benefits mostly useful in early game. You are not going to feel the benefit of 46 more MP when you’re L. 50. However, they are meant to make a little difference between characters at the beginning.

  • Lethality”, Lauron’s Passive. Grants Critical Bonus (doubles Critical Hit Chance; also, Critical Hits deal more damage than usual).
  • Awareness”, Eilnys’s Passive. Doubles the EXP gained.
  • Accuracy”, Panril’s Passive. Increases Accuracy and ignores the enemy’s Evasion Rate.
  • Frenzy”, Daruvial’s Passive. Increases Haste by 10.
  • Mental Force”, Eilmorel’s Passive. Increases Intellect by 46.
  • Veteran’s Scars”, Leoven’s Passive. Increases Stamina by 194.
  • Deadliness”, Theremita’s Passive. Increases Attack Power by 10.
  • Tough Skin”, Davian’s Passive. Increases Defense (10) and Evasion (+5).
  • Executioner”, Leomorn’s Passive. Increases Critical Chance (+10).
  • Expanded Mind”, Traben’s Passive. Increases Intellect (+34) and Spirit (+10).
  • Greed”, Rudrin’s Passive. Gains 3 Nai every 5 seconds (while Rudrin’s in your party).

Class Passive Abilities (In Progress)

These abilities are related to class. All classes share one Passive Ability: “Focused Mind”, converting 50% Spirit to Mana at the end of every turn.

  • Perseverance”, Apprentice’s Passive Ability. Apprentices can upgrade to Guardian, Sage, Cleric or Magician once they reach L. 30.
  • Heroic Accomplishment”, Guardian’s Passive Ability. The Guardian has all cool-downs reduced by 1. I was hoping to come up with something smarter than this, but I can always change this in the future.
  • Endurance”, Sage’s Passive Ability. The Sage’s healing spells can sometimes increase the target’s Stamina. Endurance increases Stamina by 9% 8%, it stacks up to 4 times 3 times, it can be refreshed but it only lasts for 2 turns. It has a chance to proc with all of the Sage’s healing spells (“Hoimi”, “Behoimi”, “Behoma”, “Lesser Behomaraa” and “Greater Behomaraa”). During testing, it seemed to have a 50% chance to proc. The 2-turn duration is also really nice in my opinion, and 9% HP 8% means 2448 HP 2176 HP at L. 50. Obviously, the buff cannot exceed the HP limit (38,280). Here’s how the three stacks work at L. 50: 27,200 + 2,176 + 2,350 + 2,538 = 34,264.
    • Hoimi” and “Lesser Behomaraa” no longer increase Stamina on spellcast. The buff used to be granted by these abilities and it used to be permanent for the whole fight. Endurance is more powerful, but it only lasts for 2 turns if it’s not refreshed.
  • Holy Aegis”, Cleric’s Passive Ability. The Cleric’s healing spells sometimes place a shield on the target. Holy Aegis nullifies 19% of all incoming damage (physical and magic) for 2 turns: it stacks up to 2 times (meaning 38% damage reduction). It has a chance to proc with all of the Cleric’s healing spells (“Mending Prayer”, “Inner Light”, “Starlight”, “Wavering Light”, “Holy Sunlight”). Holy Aegis has approximately 50% chance to proc on spellcast.“Elemental Perfection”, Magician’s Passive Ability. The Magician’s harmful spells can reach Rank III.
    • Greater Behomaraa” and “Behoma” no longer grant “Damage Shield” Status. This Status has also been removed from usable pieces of armours.
    • Damage Shield” (Ability) is no longer learnt by Clerics, to avoid redundancy. It will be learnt by Sages instead (currently at L. 24).

stunstatus_iconOutdated Post!stunstatus_icon

Main Characters

Main Characters


Lauron Pegason
(Born in: Nossa; Age: 19)

He was born in Nossa (NORTHDELL) and he’s nineteen years old. Secluded, maybe shy more than introverted, he’s been living in Nossa since he was born, Miss Rune Milner took him in when he was four, and he’s been thinking lately of leaving the village, not exactly to travel, as to find his “own” place. He’s working with Panril Loyalar under Lord Leoven Arcanscape, wishing to become a Guardian one day, like his brother Leomorn before him. Everyone is expecting him to live up to his brother’s celebrity.
Notes: Graphics.


Eilmorel Gladomain
(Born in: Mirisia; Age: 19)

Despite her young age, she heads up the Council in Virannum (NORTHDELL), as a descendant of the royal family that used to rule the islands. Although she’s revered by the Council, perhaps more for her past than for her present deeds, Eilmorel knows that she won’t be as loved by the councillors as much as her mother used to be. However, in order to prove herself worth of their approval and her office, she often appears harsher than she really is. Eilmorel is the descendant of the Gladomain family for this time: she’s destined to leave the sovereignty of NORTHDELL to her daughter: she’s also the only one left of the Gladomain family, as the other two islands, ERIDEN and SOUTHSTON, are currently under other rulers. In order to be able to assure her lineage, Eilmorel’s body will not old, nor die, before she’ll give birth, although the rule of NORTHDELL may only pass to a female heir. Eilmorel and Leomorn used to be lovers for a short time in the past.
Notes: Graphics; Name.


Leomorn Pegason
(Born in: Engon; Age: 24)

Leomorn is Lauron’s elder brother. He used to be a Guardian of NORTHDELL, before he mysteriously disappeared years before, in an attempt to save the islands from the sudden arrival of a demon of unknown origin. According to the rumors, Leomorn threw himself in the abyss, from the edge of NORTHDELL — in Westerwald, to be precise, near the remains of Lochbrook Edge. Leomorn is regarded as a hero by everyone in NORTHDELL and beyond. He’s remembered as one of the finest combatants who ever lived, as the hero who sacrificed himself for the safety of his beloved, and for another undertaking: before that demon arrived, Leomorn created a sword, in which he would have relegated part of his living spirit, making the weapon eternally bound to him, meaning that one could not live without the other. Everyone knows about this story, but almost nobody believes it is actually true. As it often happens, heroes attract legends.
Notes: GraphicsName.

EilnysEilnys Arroway
(Born in: Panador; Age: 20)

Eilnys is a Healer from the capital city of NORTHDELL. She is always gentle and very generous, although something happened to her in the past, leaving its signs in the vague sadness of her manners. As a matter of fact, she had to leave her hometown to settle down permanently in Meusa (ERIDEN). An ancient custom imposes Healers to leave their hometown forever, in order to complete their apprenticeship, which is precisely what Eilnys did two years before the story begins, although she now misses her mother terribly. She’s also a dear friend of Lauron’s, and she happens to visit him quite often in Nossa.
Notes: GraphicsName.

PanrilPanril Loyalar
(Born in: Nossa; Age: 22)

Reliable, very self-confident, impulsive, a conqueror and a leader. Since he’s a Guardian, he used to be a fellow soldier along with Lauron’s brother, Leomorn, and he secretly regrets that he didn’t follow him to the end and to his glory. He also means to protect Lauron, after his brother’s disappearance. Together with Lauron, he works under Lord Leoven Arcanscape near the ruins of Lochbrook Edge (NORTHDELL). This is the reason why Panril and Lauron go to Molenor every week.
Notes: GraphicsName.

LeovenLeoven Arcanscape
(Born in: Erene; Age: 42)

Leoven is Lauron and Panril’s superior. He is a scholar and a revolutionary. He organises the works at the ruins that lie to the south of Molenor, in a place called Lochbrook Edge, along with Panril and Lauron, and he reports back to the Council every week. The Elders, and especially Eilmorel Gladomain, don’t trust him: he’s been conjecturing about another world lying below the floating islands. He wishes to prove his good faith to the Council.
Notes: GraphicsName.

See also: Secondary Characters.

Secondary Characters

Secondary Characters

Reno Davian Millstone
(Born in: Nossa; Age: 17)

He was born in Nossa (NORTHDELL) and he’s seventeen years old. Reno Davian and Lauron Pegason have known each other for a long time, although they don’t see themselves as close friends. Reno Davian enjoys to spend time with Lauron, who trains him every now and then around Northmill. Also, every time Eilnys Arroway comes to NORTHDELL, which is quite often, she stays at Reno Davian’s. (1.5After leaving him in Nossa, Lauron will meet Davian again in the depths of Virannum’s prison.
Notes: Graphics1; Graphics2; Name.

Theremita Windsailor
(Born in: Meusa; Age: 20)

Theremita is a Guardian who spends most of her time in Molenor (NORTHDELL), running errands for the Council, even though she’s originally from Meusa (ERIDEN). She’s a very determined fighter: Theremita uses the “Two Swords Style”, although she usually wields a spear in one hand and a steel sword in the other. She’s sweet and trustworthy, although every now and then she might get a little touchy, but she’s never deeply angry. She knows Panril Loyalar quite well, as they are both Guardians of NORTHDELL. (1.5Later on, players will discover more about Theramita’s background, involving a secret, very unfortunate love relationship.
Notes: Graphics1; Graphics2; Name.

Traben Tigersoul
(Born in: Meusa; Age: 21)

Traben is a Cleric, although, unlike Eilnys Arroway, he hasn’t left his hometown yet (Meusa, ERIDEN), which means he hasn’t completed his apprenticeship yet. (An ancient custom imposes Healers to leave their home-town forever). Therefore, he finds himself “isolated” in Meusa, as nobody would seriously consider to employ an apprentice, however gifted, who hasn’t completed his course of studies yet. While Traben is deciding whether to leave ERIDEN or not, he grows fond of the legends surrounding Leomorn Pegason; not only because of his mysterious disappearance from Lochbrook Edge (NORTHDELL), but also because he’s deeply fascinated by his figure.
Notes: Graphics1; Graphics2; Name.

Marlynn Lairhorn (since LS 1.5, Marlynn is not a playable character any more)
Born in: Molenor; Age: 18)

She’s always cheerful and vivacious, perhaps a little stingy, but most of all inappropriate. However, underneath this jester-like appearance and attitude, Marlynn is not lacking in a more emotional sagacity, from which you can tell that she’s, as well, protecting her frailty. She was born in Molenor (NORTHDELL), and she’s helping out the soldiers in Lochbrook Edge, which is where she can be found during the day.
Notes: GraphicsName.

See also: Main Characters.