Blog Archives

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.


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.

Class Update: Guardians

allclasses_newiconsClass Update


«Only in combat you shall find out who you are» (Explorer Elian Waveharp Evilbane)

CLASS PASSIVE: heroicdeed_newiconHeroic Deed: Guardians have all cool-downs reduced by 1. This passive ability is stronger than it may seem, not only because it applies to all abilities, but also because it stacks with the cool-down reduction provided by items.


Guardians rely heavily on Strength, which is their main stat. Most of their abilities scale off Strength. As a rule, such abilities cost a percentage of the unit’s current Mana, allowing them to rely less on the Mana regeneration provided by Spirit (Focused Mind Passive). Guardians will also learn all base elemental magic abilities (Rank I and II). Depending on how players will spend TP, Guardians can also become powerful casters.

  • Guardians will also benefit from heroism_iconLife Steal (Effect): here’s more.

guardian_newclassiconMAIN ABILITIES:

  • Double Attack (No Ranks): randomly damages either twice the same opponent, or once two enemies, dealing roughly 95% physical damage * 2CD: 3 Turns.
  • Raging Blow (No Ranks): leads an attack made of three hits randomly damaging the opponents, dealing roughly 90% physical damage * 3. CD: 5 Turns. By the way, Raging Blow is learnt automatically by all non-caster classes simply using Double Attack at least 35 times. Also, along with Double AttackRaging Blow is the Guardian’s only ability that can virtually target more than one enemy.
  • Righteous Slash (Rank I, II, III): imbues the unit’s weapon with Holy Magic, also dealing roughly 98/118/144% damage. Cost: 8/7/6% current ManaRighteous Slash always hits twice the same opponent. CD: 3/3/2 TurnsRS’s damage can be mitigated by high Defense and Holy Resistance.
  • bash_newiconBash (Rank I, II, III): the unit lashes out against the enemy, dealing roughly 160/192/235% damage. Cost: 11/10/9% current Mana. CD: 2/2/2 Turnsbash_newiconBash (All Ranks) can apply Bleed Status, dealing an additional damage of 24% of the target’s maximum HP over 2 Turns.
  • Unleash Fury (Rank I, II, III): gives a state of temporary frenzy, dealing roughly 235/282/345% damage. Cost: 19/18/17% current Mana. CD: 2/2/2 Turns.
  • Elemental Nemesis (Rank I, II, III): imbues the unit’s weapon with all natural Elements, dealing roughly 330/396/484% damage. Cost: 24/23/22% current Mana. CD: 4/4/4 Turns. Also, at its maximum rank, Elemental Nemesis will ignore the target’s Defense, dealing true damage.

guardian_newclassiconOTHER ABILITIES:

  • Guardians will learn 3 abilities which can change the target’s Status on hit: Silence, Paralyse and Confusion. Although these abilities will always deal 100% weapon damage, all bosses will be immune to Status ailments.
  • Rapid Fire OD: rapidly strikes one enemy multiple times: each strike deals physical damage scaling off 87% Strength.
  • Weapon Throw OD: hurls a throwing weapon at an enemy for 297% physical damage – scaling off Strength.
  • Iron-Cutting Sword OD: slashes one enemy multiple times, dealing 394% physical damage – scaling off Strength – with each strike. Also applies Bleed Status.
  • Megante OD: sacrifices HP to annihilate all enemies with a blast of Divine energy. Megante OD deals 16.25 magic damage scaling off the target’s current HP, which becomes the real multiplier for the damage output. Guardians, however, will not pass out after casting: they will retain 1 HPMegante’s damage can be mitigated only by Divine Resistance. Since bosses will be immune to Divine, see Divine Intervention.
  • Divine Intervention (cost: 10% Mana) removes all enemies’ immunity to Divine (3 Turns). Divine Intervention takes the enemy’s resistance to Divine down a level, from E to D: if they used to be immune, they will now take 50% Divine damage from Megante OD. After 3 Turns they will become immune again, and Megante will not deal any damage at all.
  • As’tron (Rank I, II; cost: 26/31% Mana) (Updated!): the ability nullifies some of damage taken regardless of its natureThis 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 effectAs’tron (All Ranks) will always be cast as soon as all actions have been selected, regardless of Haste.
    • As’tron (I) protects all allies from 64% magic damage (2-Turn duration): characters won’t be able to take any action while affected by the shield.
    • As’tron (II) protects all allies from 82% magic damage (2-Turn duration): characters won’t be able to take any action while affected by the shield.
    • As’tron (All Ranks) also cancels all other similar effects.
    • The purpose of As’tron (All Ranks) is to buy players some time: even when standing idle, all characters will benefit from healing-over-time effects, Mana regeneration provided by Spirit or other buffs, and of course cool-downs. This ability is meant to give players some time to gather their strengths.
  • Sacred Shield (No Ranks, No Cost): reduces all damage taken by 90% but its target cannot use magic (2 Turns). Sacred Shield will also immediately remove all Status ailments, and it grants immunity to all Status changes. Guardians will be able to cast Sacred Shield on themselves alone. While under this Status, all-source healing received by Guardians will be reduced (namely Nature, Divine and Arcane).
  • Fubāha (No Ranks; cost: 14% Mana): increases both Fire and Ice Resistances for 2 Turns.
  • Mahoageru (No Ranks): transfers 27% of the user’s Mana to one ally.

guardian_newclassiconSOME FINAL TIPS ON GUARDIANS:

  • Even if Guardians can choose to increase their Intellect, and magic damage, I would recommend doing so just for balance, and here’s why: Defense has no impact whatsoever on the magic damage taken. There is no such thing as a general “magic resistance” stat: characters can have their elemental resistance increased specifically, either by equipment or spells (Fubāha, for instance). All characters can select Guard: guarding will slightly reduce all damage taken for one turn. On the other hand, Defense protects against all physical attacks.
  • Divine Intervention and Megante OD are designed to be cast one after the other against bosses, while their use in normal encounters would turn out to be a waste. Also, Megante should be the opening move of the encounter as soon as reaching 950 OD Points and casting Divine Intervention to take the boss’s HP down significantly. Guardians will be in need of strong heals after this, or they will be easily taken down.
  • Sacred Shield feels over-powered right now, because Guardians are not significantly disadvantaged by Silence Status. Silence affects only magic, it has no impact on physical attacks. The shield also grants immunity to all Status ailments. The real side-effect is the less healing received from all sources.

guardian_newclassiconPROS AND CONS:

  • Guardians have great survivability.
  • Guardians do not depend on Mana or Spirit for the damage they deal. All they need is Strength.
  • Guardians have all cool-downs reduced by 1, because of their unique passive.
  • If their enemy’s Defense is too high, Guardians will deal almost no damage, because they have no way to penetrate that Defense.
  • Almost none of their abilities target more than one enemy.
  • Guardians cannot heal themselves directly.

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: 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.

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

1.3 Overall Preview (Part 1)

Part 1: Database

Updated 06/12/2011

1) Actors/Classes:

Each parameter curve has been adjusted for all actors, according to their class. There are currently 6 classes since vers. 1.3: Apprentice, Guardian, Healer, Mage, Warrior and Warlock. Each character will need to concentrate on some parameters at the expense of others, it will be important to know how to spend your Talent Points: obviously, their parameters will increase in any case, so you will have to choose between balancing your characters and maximizing their traits.

  • 1.1 — Apprentice > Guardian.
    These are “twin” classes, as theorically one will lead to the other, which means that they ultimately result quite similar, both as parameters to enhance and the abilities that they learn. These are also the only two hybrid classes present in the game: they are not entirely melee, but they are not really specialized casters either. Apprentices will learn the same abilities of Guardians until Lv.  30, only a few levels later.
    Of course, as casters, they may be a little underpriviledged, but then again, spending your Talent Points you can easily make them quite more powerful, just don’t expect them to become ever as destructive as Mages. Generally, they will both care about Attack Power and Stamina, then Intellect, then Spirit. It also means that all characters belonging to this class will have higher values of these parameters: Attack Power (A/A+) and Stamina (A). Their buffs will be: Baikiruto (which doubles Attack Power, single target); Magic Barrier, Barrier and Mahokanta (this one casts magic attacks back to the enemy).
    The special ability of Apprentices, since it’s the main character’s class, will be later on in the game to choose to which class to upgrade. This will happen around Lv. 30.
  • 1.2 — Healer.
    This class will be the only one handling almost exclusively with treating spells. Healers will learn all different stages of healing spells, no matter how long they’ve used them for. So Hoimi, Behomaraa, Behoimi, Behoma, Behomazun (OD). They will also learn curing spells, like Kiarii (removing “Poison”), Kiariku (removing “Paralyse” and “Stun”), Zameha (removing “Sleep”), Kiararu (removing “Confusion”), Shanaku will remove all other Status ailments. The parameters they’ll need to concentrate on are mostly Intellect, Haste and Spirit. These are also their highest starting values: Intellect (A+), Haste (A) and Spirit (A). Haste determines the action order during combat; in order to save their Party, Healers should make the very first move. The buffs belonging to this class are: Piora/Piorimu (that will double a single target’s/the whole Party’s Haste), and Float (which will make the whole Party floating, increasing their resistances to Earth and Wind).
    Healers also have two special abilities. The first one is Monkey Form, that transforms them into monkeys, increasing their Haste. Their second special ability is Ranaruuta: this spell will turn the day into night, and the night into day.
  • 1.3 — Mage.
    Quite intuitively, Mages will deal elemental damage, they will learn all ranks of destructive spells, no matter how long they’ve used them for. Fire, Ice, Thunder, Water, Earth, Wind and Holy will give Mages a lot of spells to cast. For instance, Merazoma, Iora, HyadainUltima etc. Mages will need to keep their Intellect very high, as this parameter determines the damage and the effectiveness of their spells (see: Abilities Preview). Their starting values will be  very high on Intellect (A), then Haste (B+) and Spirit. Their buff will be Sukara/Sukuruto (these will double a single target’s/the whole Party’s Defense), Magic Barrier and Greater Intellect.
    Mages will also have their special abilities. 1) Ruura: this ability teleports the whole Party to previously visited cities, towns and villages (see: Ruura” and “Ruura Stone1.3). 2) Parapunte (OD), which will enhance the whole Party with all beneficial effects, 3) Madante (OD), which consumes all MP to do massive damage to all enemies.
  • 1.4 — Warrior.
    This is a common melee class, specialized in heavy armor and physical attacks. Warriors will have higher values of Defense (A+), Stamina (A) and Attack Power (A). Their buffs will be Baikiruto and Sukara (see above). They are meant to be more resistant than others to anything, so that they may prevent the player from “Game Over”, but they won’t have much more than some special physical attack. (So, for instance, they will combine the Special Attack (OD) and the Fast Attack (OD) both of which leading to other Overdrive techniques). It is more like a supporting class.
    Warriors have 3 special abilities related to their resistance: 1) Invincible Shield; 2) Lifeguard and 3) Damage Wall.
  • 1.5 — Warlock.
    Warlocks are the new class of “Leomorn Sword1.3. Overall, they deal unholy, shadow damage, and their abilities are all shaped in absorbing life and energy from their enemies, poisoning or confusing them, or to decrease their Defense, their Accuracy, their Haste, etc. Warlocks can become really powerful, later on in the game, as they will learn Demi and Zaki. The first one will cut the enemy’s life points by a specific amount, which is about the 48% of the remaining HP, while Zaki will attempt to instantly kill the enemy – obviously bosses will be immune to these spells. Warlocks have one buff, at the moment, which is Greater Intellect. Like Warriors, they are more like a supporting class, because they are meant to weaken the enemy.
    Anyway, they do have a couple of special abilities: 1) Expose, which will increase all damage dealt by 20%; 2) Trouble, which will pass part of the damage dealt on all enemies, when hitting “exposed” targets.

2) Abilities:

See Abilities Preview 1.3 to check all the changes regarding abilities since vers. 1.3. Overall, Abilities are now 86.

3) Items:

The only major adjustment is due to the Item Crafting system.

4) Equipment:

All of the equipment has been redone. There are currently 85 items belonging to armors and 33 belonging to weapons. The main features of this system are: first, that the equipment is now related to classes, meaning that some items will increase parameters only useful to some characters, according to their class. And second, that you will be able to check the item’s rarity by looking at its color. Green items will be “uncommon”, blue items will be “rare”, and purple items will be “epic” – these can only be equipped once you’ve reached level 60, which is now the cap level for “Leomorn Sword”. Some vendors will sell green items, but blue and purple items can only be obtained from enemies – and “bosses” in particular.
Some names for these items were created automatically using these generators: Serendipity; Seventh Sanctum; Voidstate’s Exalted Name Generator; Donjon.

5) Music:

As I’ve said elsewhere, all songs in the game are now original. Special thanks go to: