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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.


Abilities Update


I decided to change a few of the combat dynamics involving mystic_newclassiconMystics under healingstance_iconRestoration Stance. Having single-target spells only would make sense if Mystics’ direct heals were much stronger, like acolytes_newiconAcolytes e.g., but since Mystics heal their targets mostly over time, I felt like giving them at least one multiple-target spell. I also decided to redesign Arcane Remedy.

  • quietude_iconQuietude (Rank I, II, III) (Old!): heals one ally for 5.97/7.71/10.20 *28/26/24% ManaRemoves all of the Mystic’s effects. CD: 5/5/5 Turns. Estimated healing output at L. 506,686/8,023/9,806 HPQuietude will remove, if present, all Mystic-related beneficial effects from the target: VitalityRejuvenateRenewal and Arcane Remedy. The presence of these effects on the target has no influence at all on Quietude’s healing output: they are just removed. However, Quietude will benefit from Vitality before removing it, healing one ally for up to 27,065 HP (if @critical).
    • Quietude has an increased 25% chance to critically hit.
  • quietude_newiconQuietude (Rank I, II, III) (New!): heals all allies for 3.46/4.30/5.45 * 29/28/27% Mana. Removes all of the Mystic’s effects. CD: 4/4/5 Turns. Estimated healing output at L. 50: 4,011/4,813/5,883 HPquietude_newiconQuietude will not benefit from Vitality any more. However, whenever casting RejuvenateRenewal and Arcane Remedy, Mystics will also place a new buff on their targets, increasing the healing they will receive from quietude_newiconQuietude by 12% (the effect can stack up to 3 times, and it naturally wears off after 3 turns). The increased chance of dealing a critical hit has also been removed.
    • Again, the presence of VitalityRejuvenateRenewal and Arcane Remedy will have no impact whatsoever on the healing done by quietude_newiconQuietude unless quietude_newiconQuietude is cast within 3 turns after the effect has been applied.
  • Arcane Remedy (No Ranks) (Old!): recovers 19% HP and another 24% over 3 Turns (One Ally); CD: 4 Turns. Considering 30,800 HP, Arcane Remedy will immediately recover 5,852 HP and another (2,464*3)=7,392 HP over 3 Turns.
  • Arcane Remedy (No Ranks) (New!): heals for 5.74 * 18% Mana, and another 24% HP over 3 Turns (2 Random Allies); CD: 3 Turns. Estimated healing output at L. 50: 4,486 HP +(2,464*3)=7,392 HP over 3 Turns. So now Arcane Remedy will scale off Intellect (Mana Pool) like any other spell. Its cool-down has been reduced slightly, but the real difference is that the target will be two random allies other than the Mystic. Of course it might target twice the same ally.
  • combatstance_iconCombat Stance (Status) and healingstance_iconRestoration Stance (Status) now persist through death.
    • In later testing, it seemed unfair to reset Stances whenever passing out, because mystic_newclassiconMystics depend heavily on the Stance they choose.


I didn’t want the thaumatuge_classnewiconThaumaturge to depend on Spirit too much. Mana should not be too much of an issue for casters. Also, I wanted to buff spells dealing Ice magic damage in a way that would turn them into valuable choices for alternative rotations during the encounters that truly matter.

  • hyadaruko_iconHyadaruko and hyadain_iconHyadaīn apply intensecold_iconIntense Cold (Status) (New!) to the target: this debuff increases all Ice magic damage taken by 28%, stacking up to 2 times (=56%). The debuff can be refreshed continuously. Otherwise, it naturally wears off after 2 turns. The difference with ignite_iconIgnite (Status) is that intensecold_iconIntense Cold  cannot be consumed, it stays on the target for as long as it keeps getting refreshed.
    • While there are several spells dealing Fire magic damage, thus benefiting from ignite_iconIgnite (Status), hyadaruko_iconHyadaruko and hyadain_iconHyadaīn are the only spells so far dealing Ice magic damage.
    • All Status effects lowering or increasing Ice magic resistance will cancel intensecold_iconIntense Cold (Status) for all their duration. It is currently possible to be affected by both debuffs: ignite_iconIgnite (Status) does not automatically cancel intensecold_iconIntense Cold and viceversa.
  • ignite_iconIgnite (Status) increases Fire magic damage taken by 24% (up from 21%), stacking up to 2 times (=48%, up from 42%) and lasting for 3 turns (up from 2), unless refreshed. shanaku_newiconShanaku now correclty dispels ignite_iconIgnite (Status) and intensecold_iconIntense Cold (Status).
  • introspection_iconIntrospection (Passive) (New!) Gains 14% of the unit’s maximum Mana at the end of every turn. This is a flat amount and automatically adjusts itself to the unit’s Mana pool.
    • introspection_iconIntrospection (Status) stacks with any other Status affecting Mana regeneration (e.gmanarestoration_newiconConcentration).
  • ryuusei_iconRyūsei (Rank I, II, III) (Old!) Deals Fire and Earth damage for 7.72/10.50/14.80 * 34/30/26% Mana (2 Random Enemies). CD:6/6/5 Turns. Estimated damage done at L. 50: 10,499/12,594/15,395It can also target twice the same target.
  • ryusei_newiconRyūsei (Rank I, II, III) (New!) Deals Fire and Earth damage for 4.12/5.16/6.59 * 24/23/22% Mana (3 Times, All Enemies). CD:6/6/5 Turns. Estimated damage done at L. 503,953/4,744/5,799ryusei_newiconRyūsei will damage all enemies 3 times. So the overall damage output would become: 11,859/14,232/17,397.


Basically, I wanted to nerf behoimi_iconMending Status (I/II), because together with the healing output of hoimi_iconHoimi it turned out to be a little too powerful at L. 50. So I came out with this idea of a “double” hoimi_iconHoimi.

  • hoimi_iconHoimi (Rank I, II, III) (Old!heals one ally for 7.12/11.04/17.35 *11/9/7% Mana. Also grants Mending (I/II) (Status). CD: 3/3/3Turns. Estimated healing output at L. 50: 3,313/3,976/4,859 HPbehoimi_iconMending (I/II) (Statuswill heal another 18/33% HP over 2/3 TurnsMending (II) (Status) will be granted only by Hoimi (III).
  • hoimi_iconHoimi (Rank I, II, III) (New!) heals twice for 3.76/5.52/8.67 * 11/9/7% Mana. It can apply Mending I/Mending II. CD: 3/3/3Turns. Estimated healing output at L. 501,656/1,987/2,429 HPbehoimi_iconMending (I/II) (Statuswill heal another 12/21% HP over 2/3 Turns.
    • hoimi_iconHoimi will heal overall for the same amount as before, except it will be cast twice on the same target, doubling its chances to apply both behoimi_iconMending (I/II) and endurance_iconEndurance (Status).
    • behoimi_iconMending (Status) now has about 50% chance (down from 100%) to proc on the target healed by hoimi_iconHoimi. Also, the healing over time granted by behoimi_iconMending (Status) has been reduced. Both ranks of behoimi_iconMending (Status) can stack up to 2 times (Rank II used to last for 3 turns).


I wanted to make luminance_iconLuminance a more attractive spell at all levels. Making it cast twice on all targets, its chances to apply holyaegis_newiconHoly Aegis are doubled. I also wanted to take its healing output at all levels closer to sunshine_iconSunshine. There is currently as little as 20% difference between the two in the healing done.

  • luminance_iconLuminance (Rank I, II, III) (Old!) heals all allies for 4.06/5.10/6.55* 22/21/20% current Mana; estimated healing output at L. 503,572/4,287/5,240 HP. (CD: 5/5/5 Turns).
  • luminance_iconLuminance (Rank I, II, III) (New!) heals twice for 2.26/2.83/3.64 * 22/21/20% current Mana (All Allies); estimated healing output at L. 50: 1,986/2,383/2,912 HP. (CD: 5/5/5 Turns).
    • Being cast twice, luminance_iconLuminance increases its chances to critical hit and to apply holyaegis_newiconHoly Aegis. The amount healed overall has been slightly increased (about +11%).
  • holyaegis_newiconHoly Aegis (Class Passive) can now stack up to 3 times (up from 2), lasting 3 turns (up from 2). However, the shield provided by holyaegis_newiconHoly Aegis (Status) has been set to 4% (down from 11%). 3 stacks of holyaegis_newiconHoly Aegis will shield from 12% damage (down from 22%). The bonus healing received has been set to 12%, which means 36% (3 stacks), same as before.
  • divinespirit_iconDivine Spirit (Passive) (New!) Increases Spirit (+48).


The purpose of the following changes was to give guardian_newclassiconGuardians a rotation of abilities they can perform.

  • elementalnemesis_iconElemental Nemesis (Rank I, II, III) (Old!) imbues the unit’s weapon with all natural Elements, dealing roughly 330/396/484% damage. Cost: 24/23/22% current ManaCD4/4/4 Turns. Also, at its maximum rank, Elemental Nemesis will ignore the target’s Defense, dealing true damage.
  • elementalnemesis_newiconElemental Nemesis (Rank I, II, III) (New!) fills the Guardian with Holy magic, dealing roughly 318/382/466% damage. CD4/4/4 Turnselementalnemesis_newiconElemental Nemesis consumes desecrate_newiconDesecrate (Status) on the target. This ability will always deal a critical strike.
    • desecrate_newiconDesecrate (Status) increases the damage taken from elementalnemesis_newiconElemental Nemesis by 23/46% (2 Stacks, 5 Turns).
    • Both righteousslash_iconRighteous Slash (II, III) and arcaneremedy_iconUnleash Fury (II, III) apply desecrate_newiconDesecrate on the target. As it is, elementalnemesis_newiconElemental Nemesis is granted a critical strike and can be picked after righteousslash_iconRighteous Slash (II, III) and arcaneremedy_iconUnleash Fury (II, III) to increase its damage significantly. desecrate_newiconDesecrate will also slightly increase the Holy magic damage taken by the target  (+9/18%), just in case players did not improve righteousslash_iconRighteous Slash and arcaneremedy_iconUnleash Fury to further Ranks before learning elementalnemesis_newiconElemental Nemesis.

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: Thaumaturges

allclasses_newiconsClass Update

thaumatuge_classnewiconThaumaturges (formerly known as “Magicians”)

«Become one with magic itself» (Laenai Gladomain).

CLASS PASSIVE: elementalperfection_newiconElemental Perfection: the Thaumaturge’s harmful spells can reach Rank III. It’s a rather simple passive ability. While all classes share some of the spells belonging to this class, the Thaumaturge alone can take these abilities to their maximum Rank (Rank III). Before Ranks were introduced, all spells could either deal damage or heal for a set amount scaling off the casters’ Intellect. I kept that amount as the 100% output, and then shaped Ranks accordingly.

Ranks were created to increase or decrease the original output. Rank I = 75%, Rank II = 90%, Rank III = 110%. As opposed to Rank II, all Rank III abilities will roughly deal 20% more damage (it is actually the 22.22%). So, in a way, you could say that Thaumaturges can deal up to 22% more damage with all of their harmful spells compared to any other class. You will see the extent of this damage comparing Rank II and Rank III outputs, which I will emphasise below. I will also indicate which of the Thaumaturge’s abilities are shared by other classes at the end of each and every description.

  • Many of the names and content of the following abilities were inspired to Dragon Quest.

thaumatuge_classnewiconCORE ABILITIES:

As an introduction, keep in mind that all these spells will deal damage regardless of the target’s amour, mental power, Spirit, whatever. Like I said, there is no such thing as a general Magic Resistance, but there are Elemental Resistances which can be shortly increased or decreased. Some abilities can actually reduce the magic damage taken, but those need to be activated and they are only temporary.

Other than that, the damage output of these abilities depends mainly on the caster’s Intellect. Of course, some enemies will be innately more or less vulnerable to some elements, and as a consequence elemental magic will be more or less effective on them. However, as a rule, bosses are not granted immunity or vulnerability to specific elements, because that would be unfair either to Thaumaturges or to every other class. For those encounters, the damage done depends completely on the caster’s Intellect.

One last thing: as a rule, all abilities dealing magic damage have a +/- 20% variance, meaning that the damage done can change slightly.

  • mera_iconMera (Rank I, II, III)Thaumaturges will immediately start off Rank II. Deals Fire damage for 3.99/6.16/9.58 * 9/7/5% Mana. Also causes ryuusei_iconIgnite (One Enemy). CD: 2/2/2 Turns. Estimated damage done at L. 501,436/1,724/1,915. (This ability is shared by the following classesapprentice_newclassiconguardian_newclassicon).
  • merami_iconMerami (Rank I, II, III). Deals Fire damage for 5.02/7.74/13.24 * 18/14/10% Mana and causes burningstatus_iconBurning+ryuusei_iconIgnite (One Enemy). CD: 2/3/3 Turns. Estimated damage done at L. 503,614/4,334/5,299. Burning (Status) deals another 42% HP loss over 3 TurnsBurning (Status) can stack up to 3 times. If the target is affected by Drowning (Status), both Status effects will be cancelled.
    • Both the abilities above will apply ryuusei_iconIgnite, making the target more vulnerable to Fireryuusei_iconIgnite (Statuslasts for 2 turns and stacks up to 2 times, increasing all Fire damage taken by 21%+21%=42% (2 Turns).
    • merazoma_iconFire Weakness (Ability), along with other abilities affecting either resistance or vulnerability to Firewill remove ryuusei_iconIgnite (Status).
  • merazoma_iconMerazoma (Rank I, II, III). Deals Fire damage for 7.65/10.76/15.93 * 27/23/19% Mana. Also applies burningstatus_iconBurning. Removes ryuusei_iconIgnite (Status) (One Enemy). CD: 4/4/4 Turns. Estimated damage done at L. 508,258/9,901/12,106.
  • hyad_iconHyad’ (Rank I, II, III)Thaumaturges will immediately start off Rank II. Deals Ice damage for 3.07/5.06/8.25 * 10/8/6% Mana (One Enemy). Estimated damage done at L. 501,351/1,619/1,980. (This ability is shared by the following classes: apprentice_newclassiconguardian_newclassiconpriestclass_icon).
  • hyadaruko_iconHyadaruko (Rank I, II, III). Deals Ice damage for 2.97/4.68/8.26 * 17/13/9% Mana. It has a chance to Stun the target (One Enemy). CD: 3/3/3 Turns. Estimated damage done at L. 502,023/2,434/2,974. (This ability is shared by the following class: priestclass_icon).
  • hyadain_iconHyadaīn (Rank I, II, III). Deals Ice damage for 5.03/7.03/10.31 * 28/24/20% Mana (All Enemies). CD: 4/4/4 Turns. Estimated damage done at L. 505,634/6,754/8,254. (This ability is shared by the following class: priestclass_icon).
  • iora_iconIora (Rank I, II, III). Deals Fire and Thunder damage for 8.03/11.25/16.49 * 14/12/10% Mana (All Enemies). CD: 4/3/3 Turns. Estimated damage done at L. 504,497/5,398/6,597. (This ability is shared by the following classes: apprentice_newclassiconguardian_newclassicon).
  • ionazun_iconIonazun (Rank I, II, III). Deals Fire and Thunder damage for 6.87/9.51/13.75 * 30/26/22% Mana (All Enemies). CD: 4/4/4 Turns. Estimated damage done at L. 508,248/9,895/12,099. (This ability is shared by the following class: guardian_newclassicon).
  • ryuusei_iconRyūsei (Rank I, II, III). Deals Fire and Earth damage for 7.72/10.50/14.80 * 34/30/26% Mana (2 Random Enemies). CD: 6/6/5 Turns. Estimated damage done at L. 5010,499/12,594/15,395. It can also target twice the same target.
  • waterbubble_iconWater Bubble (Rank I, II, III) – Thaumaturges will immediately start off Rank II. Deals Water damage for 4.69/7.51/13.76 * 8/6/4% Mana (One Enemy). CD: 2/3/3 Turns. Estimated damage done at L. 501,501/1,802/2,202. (This ability is shared by the following class: priestclass_icon).
  • waterdrop_iconWater Drop (Rank I, II, III). Deals Water damage for 4.10/6.56/12.04 * 16/12/8% Mana and causes drowningstatus_iconDrowning (One Enemy). CD: 3/3/3 TurnsDrowning (Status) deals another 26% HP loss over 2 Turns: it can be refreshed and stacked up to 2 times. Drowning and Burning cannot be active on the same target. Estimated damage done at L. 502,624/3,149/3,853. (This ability is shared by the following class: priestclass_icon).
  • watertide_iconWater Tide (Rank I, II, III). Deals Water damage for 4.24/6.16/9.54 * 23/19/15% Mana. Causes drowningstatus_iconDrowning (All Enemies). CD: 4/4/3 Turns. Estimated damage done at L. 50: 3,901/4,683/5,722. (This ability is shared by the following class: priestclass_icon).
    • Whenever casting one of the abilities above, dealing Water damage, Burning (Status) and Ignite (Statuswill be removed from the target.
  • earth_iconEarth (Rank I, II, III) – Thaumaturges will immediately start off Rank II. Deals Earth damage for 3.68/5.13/7.95 * 19/15/11% Mana (One Enemy). CD: 4/4/3 Turns. Estimated damage done at L. 502,797/3,078/3,496. (This ability is shared by the following classes: apprentice_newclassiconguardian_newclassiconpriestclass_icon).
  • bagima_iconBagima (Rank I, II, III) – Thaumaturges will immediately start off Rank II. Deals Wind damage for 7.14/10.59/16.91 * 21/17/13% Mana. Reduces Haste (All Enemies). CD: 4/4/4 Turns. Estimated damage done at L. 505,998/7,199/8,795. (This ability is shared by the following classes: apprentice_newclassiconguardian_newclassiconwarrior_newclassicon).
  • holy_iconHoly (Rank I, II, III) – Thaumaturges will immediately start off Rank II. Deals Holy damage for 5.00/6.91/9.99 * 15/13/11% Mana (One Enemy). CD: 2/2/2 Turns. Estimated damage done at L. 503,002/3,595/4,396. (This ability is shared by the following classes: apprentice_newclassiconguardian_newclassiconacolyteclass_iconmystic_newclassicon).
  • comet_iconComet (Rank I, II, III). Deals Holy damage for 5.54/8.13/12.78 * 22/18/14% Mana (One Enemy). CD: 4/4/4 Turns. Estimated damage done at L.504,875/5,852/7,154. (This ability is shared by the following classes: acolyteclass_iconmystic_newclassicon).
  • ultima_iconUltima (Rank I, II, III). Deals Holy damage for 7.86/10.83/15.54 * 31/27/23% Mana (One Enemy). CD: 6/6/6 Turns. Estimated damage done at L. 50: 9,746/11,693/14,297. (This ability is shared by the following classes: acolyteclass_iconmystic_newclassicon).
    • The major change here is that ultima_iconUltima (All Ranks) is now single-target spell.

thaumatuge_classnewiconSOME OTHER ABILITIES:

  • merazoma_iconFire Weakness (No Ranks; 12% Mana): reduces Fire Resistance (3 Turns, All Enemies). Like I said, this ability will cancel ryuusei_iconIgnite (Status), but it will take the target’s resistance to Fire down a level: from C to B, from B to A, and so on. For as long as Fire Resistance has been taken down by merazoma_iconFire Weakness, ryuusei_iconIgnite (Status) will not be applied on the target.
  • greaterintellect_newiconGreater Intellect (No Ranks; 4% Mana): temporarily increases Intellect by 23%, making spells more effective (3 Turns). CD: 8 Turns. By increasing Intellect, all spells will cost 23% more Mana, and deal 23% more damage. However, Spirit will not be increased, so the Thaumaturge will have to be careful not to run out of Mana.
  • od_all_iconHocus Pocus OD (No Ranks; No Cost): produces two random beneficial effects in battle (All Allies). I am currently working on these buffs, but I can say that 5 options will be added, a variable called “Dice Roll” will be activated, choosing a number from 1 to 5, depending on which the 2 buffs will be selected and then applied to the whole active group.
  • manarestoration_newiconMana Restoration (Rank I, II, III; No Cost): restores an amount of Mana scaling off 122/146/179% Spirit (The User). Also grants Concentration Status, restoring another 24% Mana over 2 Turns (the Status is cancelled upon taking damage). CD: 8/7/6 Turns.
  • apprentice_newclassiconMahotora (No Ranks; No Cost): absorbs 14% Mana from one enemy. CD: 4 Turns.
  • rura_iconRūra (No Ranks; 71% Mana): teleports the Party to a safe place, as long as it has been visited before and selected as “home”. For obvious reasons, this ability is selectable only when out of combat.
  • meditation_iconMeditation (No Ranks; No Cost): refreshes all cool-downs and reduces Aggro/Threat (The User). CD: 10 Turns. It does not refresh itself. This ability is not particularly useful, considering that most of the Thaumaturge’s abilities have pretty low cool-downs.

thaumatuge_classnewiconSOME FINAL TIPS ON THAUMATURGES:

  • Most encounters will not require any particular rotation. They will mainly depend on the given elemental resistances. Resistances are what really counters this class, along with the usual impairments, such as Silence. If you can guess your opponents’ elemental weakness, you’re half-way there. If you cannot figure it out, lower your enemy’s resistance to Fire.
  • Also, during the encounters that really matter, here is one possible way to go:
    • greaterintellect_newiconGreater Intellect to start, because it gives the Thaumaturge 23% increased damage for the next 4 Turns, and you are supposed to have a lot of Mana at the beginning of the encounter.
    • Go ahead with: mera_iconMera (III)merami_iconMerami (III) and merazoma_iconMerazoma (III): the former two are meant to apply 2 stacks of ryuusei_iconIgnite (Status) on the target, increasing its vulnerability to Fire by up to 38%.
    • Then merazoma_iconFire Weaknessryuusei_iconRyūsei (III), ionazun_iconIonazun (III).
    • Refresh ryuusei_iconIgnite (Status) on the target whenever you can, and take advantage of the huge burst damage of these spellsryuusei_iconRyūsei (III)merazoma_iconMerazoma (III) and ionazun_iconIonazun (III), because they all deal Fire damage.

thaumatuge_classnewiconPROS AND CONS:

  • Thaumaturges are possibly the most powerful class when it comes to dealing damage.
  • The damage they deal depend almost exclusively on their Intellect.
  • They are given unique abilities both to increase their damage done, and to decrease their opponents’ elemental resistance.
  • Whenever Thaumaturges are Silenced, Stunned, Paralysed or under any other similar effect, they become less useful and more vulnerable.
  • If Thaumaturges are affected by any Status effect lowering Intellect (such as Hopelessness or Despair) their damage done will immediately become ridiculously low.
  • Thaumaturges have awful survivability.

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.


Life Steal

Weapons increasing Strength when equipped restore small amounts of HP on hit. All physical attacks will trigger this effect and successfully convert a percentage of the damage dealt to health regained.

Abilities dealing damage scaling off Strength will also grant some  heroism_iconLife Steal (Effect).

  • bash_newiconLife Steal (Ability) (No Ranks; 10% Mana): regains HP on hit. The amount absorbed scales off 271% Strength (One Enemy). This ability is only learnt by warrior_newclassiconWarriors so far, and it’s different from:
  • heroism_iconLife Steal (Effect) (New!): converts a percentage of the physical damage dealt to health regained on hit. Depending on the weapon equipped, this effect goes from 24% to 43% of the damage dealt.
    • The damage formula used is the usual: (attacker’s_attack*4)–(defender’s_defense*2).

This feature has been added thanks to Shanghai Simple Script — Vampiric Weapons.

Class Update: Priests

allclasses_newiconsClass Update

priestclass_iconPriests (formerly known as “Sages”)

«You must learn to control your magic» (Namere Wisdomancer).

CLASS PASSIVE: endurance_iconEndurancethe Priest’s healing spells can sometimes increase the target’s Staminaendurance_iconEndurance increases the target’s Stamina, affecting maximum HP by +6% each time it procs, stacking up to 3 times (6%+6%+6%), with more or less 50% chance to proc. I have discussed the dynamics of this passive ability before. endurance_iconEndurance now lasts for 3 Turns (up from 2), and it increases HP by 6% (down from 8%).

  • Assuming 30,800 HP, here is how this passive ability works at L. 50: 30,800 HP (No Stacks), 32,648 HP (1st Stack +1848), 34,607 HP (2nd Stack +1959), 36,683 HP (3rd Stack +2076). All spells affecting HP (including further stacks of endurance_iconEndurance) will take into account the new amount of HP. However, this is only a temporary effect: if it is not refreshed, as soon as it vanishes endurance_iconEndurance will take the target’s Stamina back to 100%.
  • The one and only collateral of endurance_iconEndurance is that characters can pass out as soon as the effect wears off. In the EXAMPLE above, the total HP given by 3 Stacks of endurance_iconEndurance at L. 50 is 5,883: if the character has less than 5,883 HP and the effect is not refreshed, the target will pass out after 3 Turns. Players do not have any control over endurance_iconEndurance: all they can do is hope it will proc again, refreshing its duration on the target. Of course, another way to go is be sure the target always has more than 5,883 HP.
    • Increased Stamina means more survivability. However, the side-effect is that Priests will need to keep healing the party.

priestclass_iconCORE ABILITIES:

  • hoimi_iconHoimi (Rank I, II, III): heals one ally for 7.12/11.04/17.35 * 11/9/7% Mana. Also grants hoimi_iconMending (I/II) (Status). CD: 3/3/3 Turns. Estimated healing output at L. 50: 3,313/3,976/4,859 HPhoimi_iconMending (I/II) (Statuswill heal another 18/33% HP over 2/3 Turnsbehoimi_iconMending (II) (Status) will be granted only by hoimi_iconHoimi (III). Unfortunately, it would be very hard to predict the healing of behoimi_iconMending (I/II) (Statusbecause of endurance_iconEndurance (Status). Both these healing-over-time effects will restore flat amounts of HP at the end of every turn: the HP restored depends on the target’s maximum HP.
    • As usual, all healing spells have a +/-5% fluctuation.
  • behoimi_iconBehoimi (Rank I, II, III): heals one ally for 7.09/10.21/15.60 * 24/20/16% Mana. Also dispels Burning (Status) (New!) all Damage Over Time effects – namely: Poison, Bleed, Burning and Drowning. CD: 4/4/4 Turns. Estimated healing output at L. 50: 6,810/8,173/9,990 HP.
  • behoma_iconBehoma (Rank I, II, III): heals one ally for 6.48/8.93/12.81 * 31/27/23% Mana. CD: 5/5/5 Turns. Estimated healing output at L. 50: 8,040/9,648/11,792 HP.
    • If you compare behoma_iconBehoma (All Ranks) with behoimi_iconBehoimi (All Ranks) you will see that behoimi_iconBehoimi’s base multiplier is higher than behoma_iconBehoma’s: this means that the healing output of these spells relies heavily on the Priest’s Mana pool.
  • lesserbehomara_iconLesser Behomarā (Rank I, II, III): (New!slightly increases Stamina. Heals all allies except the Priest for 4.90/6.17/7.94 * 21/20/19% Mana. CD: 4/4/5 Turns. Estimated healing output at L. 50: 4,117/4,941/6,040 HP.
    • lesserbehomara_iconLesser Behomarā (New!) does not apply endurance_iconEndurance any more: instead, it increases the target’s Stamina by 46/175/308 HP for the whole fight. The effect persists after passing out, and it’s lost only when leaving combat.
  • greaterbehomara_iconGreater Behomarā (Rank I, II, III): heals all allies except the Priest for 5.14/6.41/8.16 * 26/25/24% Mana. CD: 5/5/5 Turns. Estimated healing output at L. 50: 5,345/6,414/7,840 HP.
    • Priests will not be healed by either one of these multiple-target spells. Both lesserbehomara_iconLesser and greaterbehomara_iconGreater Behomarā will heal all allies except the Priest.
    • greaterbehomara_iconGreater Behomarā can cause endurance_iconEndurance Status on the target.

Priests are designed to be stronger in multiple-target healing. They do rely on Mana, like any other caster class: however, unlike Acolytes, their healing output will be a constant amount. On the other hand, Priests are comparatively weaker when healing a single target. Furthermore, Priests cannot benefit from their own multiple-target healing spells.

priestclass_iconOVERDRIVE ABILITIES:

  • od_all_iconBehomazun OD (No Ranks): restores Status and heals all allies for 10.98 * 14% Mana. Estimated healing output at L. 50: 6,147 HPod_all_iconBehomazun OD will remove all Status ailments completely.
  • od_single_iconLesser Megazaru OD (No Ranks): fully heals one ally, but it also drains 96% of the Priest’s HP over 2 Turns. It also removes all Status ailments. With 11% Mana cost, which is rather low, the base multiplier of this ability is almost the highest possible: 96.91 * 11% Mana. Estimated healing output at L. 50: 42,640 HP. (od_single_iconLesser Megazaru OD cannot deal a critical hit).
  • od_single_iconLesser Megazaru OD will apply sacrificestatus_iconSacrifice (Status) on the Priest whenever it’s cast. This Status ailment cannot be dispelled in any way, it is only cancelled upon receiving fatal damage, and it naturally wears off after 2 Turns. Under this effect, the Priest will lose 48% HP at the end of every turn. Priests cannot target themselves with od_single_iconLesser Megazaru OD: if they do, the spell will have no beneficial effect whatsoever, and it will apply sacrificestatus_iconSacrifice (Status) regardless.
    • Lore. As the name suggests, this overdrive ability is a weaker version of Megazaru. However, Priests will never learn the “real” Megazaru, as the spell was forbidden by one of the earliest mentors of the class, Namere Wisdomancer. Namere forbade the use of Megazaru because, if Priests did not manage to control their magic, casting Megazaru would have drained all of their energy immediately, and they would have diedMegazaru is rumoured to be the only known technique able to bring dead people back to life.

priestclass_iconSOME OTHER ABILITIES:

  • damageshield_iconDamage Shield (No Ranks; 23% Mana; All Allies): grants Damage Shield (I), reducing all damage taken by 9% (1 Turn). CD: 5 Turns.
  • encouragement_iconEncouragement (No Ranks; 11% Mana; All Allies): instantly gives the whole active party 200 Overdrive Points. CD: 6 Turns.
  • kiari_iconKiarī (II; 11% Mana; One Ally): dispels Poison+Blind. kiariku_iconKiariku (No Ranks; 12% Mana; One Ally): dispels Paralyse+Stun. kiararu_iconKiararu (No Ranks; 10% Mana; One Ally): dispels Confusion. zameha_iconZameha (No Ranks; 14% Mana; All Allies): dispels Sleep. shanaku_newiconShanaku (No Ranks; 19% Mana; One Ally): removes all Status ailments. massdispel_newiconMass Dispel (No Ranks; 31% Mana; All Allies): dispels most Status ailments. Those that will not be dispelled are: Anguish, Hopelessness, Zombie, Reduced Healing and Despair.
  • Zaoriku (No Ranks; 18% Mana; One Ally) and Zaorīma (No Ranks; 24% Mana; All Allies). Zaoriku (2-Turn CD) revives one ally at 63% HP and can also be used in combatZaorīma (5-Turn CD) revives all allies at 41% HP (only usable in combat).
  • piora_iconPiora (No Ranks; 7% Mana; One Ally) and piorim_iconPiorim’ (No Ranks; 10% Mana; All Allies): these buffs increase Haste by 50 (up to 2 Stacks), for 3 Turns.
  • elementalperfection_newiconMana Well (Rank I, II, III; 7/8/9% 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; No Cost): restores an amount of Mana scaling off 122/146/179% Spirit (The User). Also grants Concentration Status, restoring another 24% Mana over 2 Turns (the Status is cancelled upon taking damage).
  • meditation_iconMeditation (No Ranks; No Cost): refreshes all cool-downs and reduces Aggro/Threat (The User). CD: 10 Turns. It does not refresh itself.
  • waterweakness_iconWater Weakness (No Ranks; 11% Mana; All Enemies): takes all enemies’ resistance to Water down a level. (As usual, from F to E, from E to D, from D to C, from C to B, and so on).
    • Priests will also learn waterbubble_icon Water Bubble (Rank I, II), waterweakness_iconWater Drop (Rank I, II), watertide_iconWater Tide (Rank I, II); hyad_iconHyad’ (Rank I, II)hyadaruko_iconHyadaruko (Rank I, II)hyadain_iconHyadaīn (Rank I, II); and earth_iconEarth (Rank I, II). I shall discuss these abilities more in-depth when posting the update on thaumatuge_classnewiconThaumaturges.

priestclass_iconFINAL TIPS ON PRIESTS:

  • Priests prove themselves more powerful as party healers. Many of their abilities affect up to three targets simultaneously – except, lesserbehomara_iconLesser and greaterbehomara_iconGreater Behomarā will not affect the Priest. This is what makes Priests pretty easy to play: you basically cast either lesserbehomara_iconLesser or greaterbehomara_iconGreater Behomarā as soon as they come off cool-down and you’re pretty much done. Nothing complicated about it.
  • The choice between od_all_iconBehomazun OD and od_single_iconLesser Megazaru OD is situational, of course, but I would not avoid casting od_single_iconLesser Megazaru OD just because of sacrificestatus_iconSacrifice (Status) debuff.
  • lesserbehomara_iconLesser Behomarā (New!) is still being tested. Hopefully, it will make Priests a little more dynamic. At Rank IIIlesserbehomara_iconLesser Behomarā will have a 5-Turn CD (which can be taken down to 2). Healing with lesserbehomara_iconLesser Behomarā every 2 turns and granting the party a permanent +308 HP every time could be too much for longer encounters.

priestclass_iconPROS AND CONS:

  • Priests are by far the most powerful healers for boss encounters, because of their multiple-target heals.
  • Priests have constant/easily predictable healing outputs, and most of their spells also apply other beneficial effects.
  • Priests do not involve any complex dynamic in their rotation.
  • If they get silenced, stunned, paralysed or confused, they will immediately become useless.
  • If Priests run out of Mana, or if their Mana pool is reduced or lost, Priests will go from healing less to stop healing altogether.
  • Unless their allies are given pieces of equipment that increase Nature Affinity, Priests have no way of their own to increase their healing done.

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.

Class Update: Mystics

allclasses_newiconsClass Update


«It’s all a matter of Stance» (Mystic Dune Monia)

CLASS PASSIVE: VitalityThe Mystic’s healing spells increase Arcane Affinity by up to 38%. Whenever targeting their allies, Mystics will apply Vitality, which is a beneficial effect stacking up to 2 times, granting 19+19% increased Arcane Affinity, affecting all healing received from Mystics. It will only last for 2 turns, but it can be refreshed continuously. While other passive abilities, like Holy Aegis, that you might be familiar with, or endurance_iconEndurance, only have about 50% chance to proc, Vitality is always granted by all of the Mystic’s heals, except quietude_iconQuietude (All Ranks).

Mystics are given 2 Stances and the possibility to switch between the two:

  • Combat Stance (Status) will enhance Strength (+20%) and decrease both Intellect (-60%) and Spirit (-70%).
  • Restoration Stance (Status) will increase Intellect (+15%) and Spirit (+30%), while severely decreasing Strength (-80%).

Both Combat Stance (Ability) and Restoration Stance (Ability) have no cost whatsoever and a base cool-down of 2 Turns. When a Stance is selected, Mystics will benefit from it until out of combat again, unless they pass out, or unless they willingly change one with the other, in which case the former Stance will be cancelled automatically by the latter.

  • The reason why Mystics’ passive ability only affect part of their abilities – their healing spells – is that I wanted Mystics to be mainly a healing class.

NOTE ON ABILITIES: depending on their active Stance, Mystics will be able to select some abilities rather than others. Mystics are designed to be fairly decent both at healing and damaging their opponents, but their stats will be rather low to begin with. As much as players might increase Intellect, Spirit or Strength with Talent Points, I don’t see Mystics solo-healing for any encounter.


  • Rejuvenate (Rank I, II, III): heals one ally for 7.21/9.89/14.10 * 8/7/6% Mana and another 6% HP over 3 Turns; CD: 2/2/2 Turns. Estimated healing output at L. 50: 2,307/2,769/3,384 (+6% HP).
  • Renewal (Rank I, II, III): heals one ally for 5.74/7.37/9.70 * 15/14/13% Mana and another 12% HP over 3 Turns; CD: 3/3/3 Turns. Estimated healing output at L. 50: 3,441/4,129/5,046 (+12% HP).
  • Arcane Remedy (No Ranks, 18% Mana) (Old!): recovers 19% HP and another 24% over 3 Turns (One Ally); CD: 4 Turns. Considering 30,800 HP, Arcane Remedy will immediately recover 5,852 HP and another (2,464*3)=7,392 over 3 Turns.
  • quietude_iconQuietude (Rank I, II, III) (Old!): heals one ally for 5.97/7.71/10.20 *28/26/24% ManaRemoves all of the Mystic’s effects. CD: 5/5/5 Turns. Estimated healing output at L. 506,686/8,023/9,806 HPQuietude will remove, if present, all Mystic-related beneficial effects from the target: VitalityRejuvenateRenewal and Arcane Remedy. The presence of these effects on the target has no influence at all on Quietude’s healing output: they are just removed. However, Quietude will benefit from Vitality before removing it, healing one ally for up to 27,065 HP (if @critical). Quietude has an increased 25% chance to critically hit.
  • Consecration OD: grants Rejuvenate, Renewal and Arcane Remedy + Vitality (One Ally). Consecration OD also heals the target for 18.02 * 7% Mana = estimated healing output at L. 50: 5,046 HP. This Overdrive ability is pretty powerful, because of the healing over time granted by these effects together (which adds up to 6+12+24%=42% HP healed over 3 turns). Also, once applied, all these effects cannot be removed – unless the target passes out – but they can be refreshed.


  • Rupture (Rank I, II, III): deals damage scaling off 139/167/204% Strength (2 Random Enemies), cost: 9/8/7% current Mana. CD: 3/3/3 Turns.
  • Punishment (Rank I, II, III): hits twice the same opponent, dealing true damage scaling off 153/184/225% Strength (One Enemy Twice), cost: 13/12/111% current Mana. CD: 4/4/4 Turns.
  • Arcane Volley (Rank I, II, III): hits all opponents dealing damage scaling off 118/142/174% Strength (All Enemies), cost: 23/22/21% current Mana. CD: 6/6/5 Turns.


  • Double Attack (No Ranks): randomly damages either twice the same opponent, or once two enemies, dealing roughly 95% physical damage * 2CD3 Turns.
  • Raging Blow (No Ranks): leads an attack made of three hits randomly damaging the opponents, dealing roughly 90% physical damage * 3CD5 Turns.
  • elementalperfection_newiconMana Well (Rank I, II, III): restores an amount of Mana scaling off 76/92/112% Spirit (One Ally/One Ally/All Allies).
  • 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).
  • apprentice_newclassiconMahotora (No Ranks): absorbs 14% MP from one enemy (no cost; CD: 4 Turns).
  • Meditation (No Cost, the User): refreshes all cool-downs and reduces Aggro/Threat. Does not refresh itself.
  • Wind Resistance (No Ranks): increases Wind Resistance (All Allies; 2 Turns). The resistance is taken up a level. (From A to B, from B to C, and so on, going from 100% vulnerability towards 100% affinity).
  • Earth Resistance (No Ranks): increases Earth Resistance (All Allies, 2 Turns). Same as above.
  • Zameha (No Ranks; 14% Mana, 2-Turn CD)Kiarī (II; 11% Mana, 3-Turn CD),Kiariku (No Ranks; 11% Mana, 2-Turn CD)shanaku_newiconShanaku (No Ranks; 19% Mana, 3-Turn CD): these are common dispels, dispelling Sleep Status, Poision+Blind Status, Paralyse+Stun Status and all Status ailments.
  • Zaoriku (No Ranks; 18% Mana, 2-Turn CD): revives one ally at 63% HP (Also In Combat).
  • Rebirth 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.
  • Frenzy OD: swings for 206% weapon damage, scaling off Strength.

mystic_newclassiconFINAL TIPS ON MYSTICS:

  • As healers, Mystics have at least 2 options: they can either focus one target continuously, refreshing all their beneficial effects, granting health regeneration and Vitality, or they can switch targets, granting everyone in their party some health regeneration, casting mainly Renewal. When focussing one target, two healing spells are enough to grant enough health regeneration over time and keep 2 stacks of Vitality up.
  • quietude_iconQuietude (All Ranks) can be used both as an emergency heal, or a sort-of finishing move. If Mystics manage to build 2 stacks of Vitality on their target and keep them refreshed, quietude_iconQuietude will easily heal for over 27,065 HP. Even without Vitality, however, quietude_iconQuietude (All Ranks) will be viable (with 19,612 HP healed).
  • Consecration OD’s use is situational, but I would recommend casting it on targets other than the Mystics’ main focus. This is the closest Mystics can get to AOE healing. I would not recommend casting quietude_iconQuietude (All Ranks) on the same target of Consecration OD: that would not be very smart. Here’s a few EXAMPLES:
    • The Mystic is healing target A, leaving Consecration OD up for target B, and casting quietude_iconQuietude either on target A as an emergency heal, or on target C.
    • The Mystic is healing target A, B and C (one per turn), granting them all some health regeneration and at least 1 stack of Vitality, choosing spells depending on the damage taken, and saving both quietude_iconQuietude and Consecration OD for emergency heals.

mystic_newclassiconPROS AND CONS:

  • Mystics are the most powerful class in healing over time.
  • Regardless of their Intellect, Spirit or Strength, they can still rely on Stances to overcome their weaknesses.
  • Depending on the encounter, they can always prove themselves useful in a way or another.
  • All of their class-related abilities depend on their active Stance.
  • Whenever they are revived, they will need one more turn to activate a Stance, and then be ready to take actionSwitching Stances will always take one turn.
  • Mystics cannot dispel Confusion with Kiararu.
  • As a secondary supporting class, Mystics will find it harder to excel at anything.

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.

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

Some Ability Changes in 1.5

Ranked Spells Fix

All ranked spells have had their Mana cost slightly reduced as they are taken to the next rank. The damage and healing outputs remain the same, but with less Mana required. Here’s an example (numbers are taken from Lv. 50, assuming a Mana Pool of 4000 MP). I wish there was something like a base Mana Pool, like in WoW, but I cannot achieve that here, so whenever Intellect is increased both Mana cost and effectiveness get higher.

  • Hoimi (I)” = 10.43 * 440 (11% MP) = 4,589 HP
  • Hoimi (II)” =15.29 * 360 (9% MP) =5,504 HP
  • Hoimi (III)” = 24.02 * 280 (7% MP) =6,726 HP

You see, the ranks are still roughly proportioned (75%, 90%, 110%). Now, Hoimi” is not perhaps a great example, but the reason I’ve come up with this is that 24-33% Mana is a ridiculous amount even at Lv. 50 just before the very end of the game. Even if characters managed to reach 600 SPI (which is possible on paper, except it would take literally hundreds of Talent Points), 600 SPI converts to 300 MP at the end of every turn (because of Focused Mind), while 33% Mana for one spell means 1320 MP (basically, Focused Mind gives, in this case, almost 23% of the cost of the spell). Yes, it is true that these spells have Cooldowns, so you won’t be spamming them every turn, but since we are talking about total MP, here, adding up the cost of all spells (minus the Mana restored by Focused Mind”), all characters would soon run out of Mana, even if they had 600 SPI, which, again, is almost impossible.

  • Focused Mind” seemed to be much more useful before reaching Lv. 50. I cannot change this Passive Ability, it would be too complicated, I changed all other spells instead.
  • Mana Restoration abilities have had their amount of Spirit increased:
  • Mana Restoration” restores Mana scaling from 179% Spirit (up from 144%)
    • Grants Concentration Status.
  •  “Mana Well” restores Mana scaling from 112% Spirit (up from 73%).
  •  “Mana Profusion OD” restores Mana scaling from 204% Spirit (up from 191%).
    • Concentration Status removed.
  • Concentration (Status) restores Mana over time: 24% Total MP (up from 22%) over 2 Turns, if not attacked.
  • Because all these abilities scale from Spirit directly, they can produce a critical hit.
  • Zaoriima” (New!) This ability revives all allies at 37% HP. Sages only (Lv. 24)
    • Zaoraru (I)” can still be learnt by Guardians (currently at Lv. 25): revives one ally at 26% HP, 51% Mana Pool.
    • Zaoraru (II)” is learnt by Sages and Clerics (currently at Lv. 11): revives one ally at 53% HP, 21% Mana Pool.
  • Fubaaha” (New!) Increases resistance to Fire and Ice (2 Turns). Guardians only (Lv. 19)
  • Reaping Sword OD” (New!) This ability replaced the old “Special Attack OD” that was not compatible with Yanfly’s Core Fixes and Upgrades any more. It still targets one enemy only, and it strikes four times for 114% damage scaling from Attack Power. It does not have any ranks and it has a 50% Critical Chance. Like almost all Overdrive abilities, it has no cost whatsoever and no CD.
  • Asutoron”. This ability has been changed to its original Dragon Quest concept. The name means “turning into iron” and it was meant from the beginning to add some movement impairing effect.
    • Asutoron (I)” will protect from 54% magic damage (2-Turn duration): characters won’t be able to take any action while affected by the shield.
    • Asutoron (II)” will protect from 72% magic damage (2-Turn duration): characters won’t be able to take any action while affected by the shield.
    • Asutoron” also cancels all other similar States, and namely:
      • Damage Shield” (all Ranks)
      • Barrier” (all Ranks)
      • Mighty Guard” (all Ranks)
    • It means that damage-reduction shields cannot stack like they used to. When casting one of these abilities,  apart from Damage Shield”, the previous Status is removed, and the new one is applied.
  • Runic Blessing”. Description updated. Under this Status, the Cleric will absorb the cost of all incoming spells. It does NOT absorb damage, it restores Mana equal to the cost of the spell the Cleric’s hit by (which can be a harmful or healing ability). It does not seem to work with the Cleric’s own spells (targeting himself).
  • All spells changing resistances to elements have changed: they do not grant immunity or complete vulnerability. Instead, they can stack up, gradually making the target more resistant or more vulnerable to that element.
    • Fire Weakness”, for instance, will not set the resistance to Fire to -300%, it will simply take it down a rank (from C to B, from B, to A, etc.) increasing vulnerability by 50%, 100% and 200%. Obviously, if one enemy already had an “A” as Fire Resistance (+200% damage), this ability would take it down to 300%, like it used to.
    • Eilmorel won’t be able to hit with Ryuusei” for 46,185 any more. Too bad. The maximum damage a magician could deal with that is now 23,092 (which, strangely enough, gets still to 46,185 as a critical hit).

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.

1.3 Overall Preview (Part 3)

Part 3: Abilities

Updated 6/13/2011

This is how abilities will look like at level 60, which is the cap level for “Lemorn Sword” since vers. 1. 3. This is a level 60 Healer’s Abilities screen (outside combat):

You will see that all casters make a higher use of their Mana. The reason is that learning abilities quite early in the game progress made their Mana cost ridiculous at higher levels; the Healer’s Mana in particular was never-ending, which in turn made characters kind of invincible as long as Traben or Eilnys could heal. I wanted to make it a little bit more challenging.

I wanted all classes to make wiser, more efficient choices when using their abilities, to save their Mana, and to adjust Mana cost so that it wouldn’t become ridiculously low when reaching higher levels. I’m using KGC_MPCostAlter (written by TOMY, translated by Mr. Anonymous; you can find the script either here or here) to turn Mana cost into a percentage of the character’s base Mana. Except, it then seemed unfair that those who had higher levels of Intellect > Mana Points would suffer from higher costs for their abilities, and made it pointless to increase their Intellect parameter using Talent Points.

The tag <MaxMPCost> means that the ability in question uses an amount of Mana depending on the character’s Intellect > Mana Points, whereas the tag <PropMPDamage> means that the effectiveness of the ability is also influenced by the character’s Intellect: as a matter of fact, the effectiveness of the ability is proportioned to its Mana cost. In other words: the Mana cost becomes the real and only multiplier to determine the effective damage or healing of the ability. So, higher Intellect > higher Mana_Cost > higher damage or healing.

For instance, “Hoimi” will heal about 538 * 17% (Mana Points) + Spirit Bonus +/- 20% variance, which basically means results can change slightly. That’s about 2856 HP healed by a Lv. 60 Traben (3079 total MP, reasonably talented and equipped – no buffs).

The effectiveness of these spells is based on the assumption that all characters reaching Lv. 60 will spend some of their  Talent Points to increase their HP up to 11280 (and up to 14280 if they also manage to be well equipped). Obviously, players might not do so, but later on I’ll be making enemies dealing over 11.000 damage, meaning that it’ll be just impossible to survive those battles without reaching the maximum Stamina. Yes, if you have less HP, healing overall will feel more effective, because it relies only on Intellect, not Stamina: compared to 9999 HP, for instance, 2856 HP is the 28,5% of maximum HP, with an 8,5% increased effectiveness. Since I didn’t want players to sacrifice too many  Talent Points on Stamina, at the expense of other stats, I made it so that HP increases by 50 every 2 points. Now consider that you’ll earn 460  Talent Points when reaching Lv. 60, so if Lauron reaches 7075 base HP, it means he’ll spend 168~170 TP (={11280-7075} /50HP * 2TP) to reach 11280 HP. 168~170 TP, compared to 460 is low enough, so it doesn’t feel like sacrificing too many points. Also, consider that 460 are the TP earned only through leveling, excluding those Talents rewarded by Quests, my guess is around 714: see Quests Overhaul.

Running some tests, as intended, “Hoimi” should heal about 20% of total HP, which means that 2856 is the best to achieve. Mana cost increases for higher ranks of spells: for instance, “Behoimi” will spend 22% Mana with a base of 783 (results around 5712 – 40% of total HP healed), while “Behoma” will spend 28% Mana with a base of 923 (results about 8568 – 60% of total HP healed). Also, don’t forget that healing spells can produce critical hits (using Custom Damage Control  by Yanfly) since vers. 1.2.

Applying these changes and increasing Intellect, it became significant to add a few ways to recover Mana, both in and outside combat. Apart from potions and items consumable outside combat, Healers and Mages can cast “Mahotora”, absorbing Mana from their enemies, while almost every class has “Mana Restoration”. Some other classes (like Guardians) can use “Mahoageru”, which transfers 24% of the user’s Mana to one ally. Don’t forget that Mana Potions can be crafted and brought to battle.

The tag \CHARGE[…] adds cooldowns to the game (it’s Modern Algebra’s Recharge Skills, you can find it here). Every ability takes a specific number of turns to recharge and can’t be used before then, unless casting “Meditation”, which refreshes all remaining CDs at the cost of removing all beneficial effects from the target. Healers get a small discount, of course, so that they won’t run out of healing spells. It also means that there is no action that can be performed twice, apart from normal attacks, which makes battles more lively.

Later on in the game players will obtain some pieces of gear to wear that will reduce the time for abilities to recharge even more (see above: the tag “\RECHARGE[-1]”). It also means that a Lv. 60 Healer will be able to cast “Hoimiat every turn (although, see 6/13 Update). Now, spending 17% Mana at every turn, healing about 20% HP every time, means the possibility to cast “Hoimi” 5 times (100% HP), without recovering Mana in any way. For example, depending on the damage dealt by the enemies, Healers could simply cast “Hoimi” at every turn, on the most injured party member and then use “Mana Restoration” every 5 turns (“Mana Restoration” immediately restores 41% 32% MP, and another 22% over time). Obviously, 20% HP healed isn’t that significant, since enemies will deal more damage than that at Lv. 60, but then again, since Healers are also pretty strong on Haste, so they’ll very likely make the first move and be able to keep everyone alive.

Last but not least, you can see above the Lv. 60 Mage’s Ablities screen (outside combat). It works exactly in the same way: except, these are damaging spells, not healing. For instance, “Mera” will deal a base of 476 * 9% (Mana Points) + Sp. Bonus +/- 20% variance: that’s about 1559 fire damage at Lv. 60; “Merami” will deal a base of 634 * 18% = roughly 4657 damage for a Lv. 60 Mage; “Merazoma”: 1318 * 26% = about 11620, excluding the buff provided by “Greater Intellect”, the enemy’s weakness to elements, critical hits and critical bonuses.

The only CON to the system is the resultant uselessness of Spirit, which will no longer play any role in the process of calculating the amount of damage and healing, not even as a “Magic Defense”, like it used to. Of course I’m looking for a solution to this issue. I’m considering requesting a Script which will take a percentage of Spirit and turn it into Mana Regeneration after every turn.

So now Spirit will provide, instead, Mana Regeneration at the end of every turn. More precisely, 25% Spirit = amount of MP regenerated. You can read this topic to see how I’ve resolved the issue.

  • The Mana cost of all abilities, when equal to zero, is hidden (Hide 0 MP Cost, JFace, edited by modern algebra).