Beginner Classes (Class level 1) (Just starting out on an adventure these classes are perfect for those just starting on their journey. By gaining Job levels in these classes it can lead to further Job Advancement. All jobs are available in this class)FreelancerA well balanced character that learns a wide variety of skills
Equip:
Weapons: All types
Armor: All types
Auto Analyze (Class Skill)
The user automatically uses Analyze when entering battle as long as they know it.
Double Attack (1 SP)
The user swings their weapon at the target twice at a fast speed. This can only target a single enemy.
Simple Heal (2 SP)
The user heals an ally with bandages and medicine. This skill has a chance of healing status effects as well.
Simple Ember/Simple Zap/Simple Ice (3 SP)
A basic magic attack that can be taught to beginners. It creates a small blast of fire around the target. Only hits one enemy.
A basic magic attack that can be taught to beginners. It creates a small bolt of electricity around the target. Only hits one enemy.
A basic magic attack that can be taught to beginners. It creates an icicle above the target before dropping it on them. Only hits one enemy.
Simple Gust/Simple Stone/Simple Vine (4 SP)
A basic magic attack that can be taught to beginners. It creates a small burst of wind around the target. Only hits one enemy.
A basic magic attack that can be taught to beginners. It creates a small stone that is launched at the target. Only hits one enemy.
A basic magic attack that can be taught to beginners. It creates a basic vine to wrap around the target and crush it. Only hits one enemy.
Wave Slash (5 SP)
The user focuses on their weapon, swinging it and creating an energy shockwave. This can hit multiple enemies when close together.
Critical Increase (6 SP)
The user is more focused in battles and lands critical hits more often. This skill is passive and doesn't require activation.
Full Analysis (7 SP)
The user analyzes the target, gathering information on them.
Stat Switch (8 SP)
The user switches their Strength and Magic stats around.
Skill Roulette (9 SP)
The user uses their knowledge on all skills to randomly select any skill and use it.
Weakpoint Exploit (10 SP)
Every time the user hits the opponent with an attack they are weak against, they decrease the opponent's Defense and Resistance.
Weapon Mastery (11 SP)
The user can use a powerful skill decided by what weapon they have equipped.
Follow Up (12 SP)
The user attacks an opponent right after the specified ally, doing the same amount of damage as the selected ally.
Backup (13 SP)
The user helps increase the power of a specified ally's attack by combining their attack with it.
Slayer (14 SP)
Once an enemy is defeated, all stats are boosted. This skill is passive.
Second Wind (15 SP)
At very low health, all stats are boosted. This skill is passive
Hero Slash (16 SP)
A very powerful attack that deals extra damage to dark element enemies.
Final Stand (17 SP)
If the user is the only character in the party that has not been KOd, damage is doubled and all attacks hit twice.
The Legend’s Strike (18 SP)
A very powerful attack that will instantly kill any normal enemy and will deal serious damage to bosses while increasing all stats and fully healing the user.
Mercenary
Uses combo attacks and stances to optimize themselves for each battle
Equip:
Weapons: Swords, Knives, Axes, Lances
Armor: Heavy Armor, Light Armor
Chain Boost (Passive Skill)
The user’s attacks that chain together will increase in damage with each hit.
Quick Jab (1 SP)
The user stabs with their weapon at amazingly fast speeds, always hitting first.
Mission Complete (2 SP)
When completing a request, the user receives double the reward unless the item cannot be copied. This skill is passive and doesn't require activation.
War Cry (3 SP)
The user lets out a startling war cry that shocks an enemy, stopping them from moving for one turn. This skill targets only one enemy.
Scavenge (4 SP)
When picking up items or gold from defeated opponents, the gained amount is doubled unless the item is one of a kind. This skill is passive.
Equal Strength (5 SP)
The user takes the stats of all current battle participants and averages them together to give everyone the same stats.
Offensive Stance (6 SP)
The user changes to an offensive stance, raising strength and magic while lowering defense and resistance.
Defensive Stance (7 SP)
The user changes to a defensive stance, raising defense and resistance while lowering strength and magic.
Boss Hunter (8 SP)
When fighting enemies that are stronger than the user, they start the battle with Strength Up and Magic Up status. This skill is passive.
Counter Stance (9 SP)
The user takes a defensive stance, ready to counter attacks. This gives the user the Counter status.
Counter Ready (10 SP)
The user always enters battle with Counter Stance active. The user must know Counter Stance first.
Diversion (11 SP)
The user chooses who the enemy will target this round.
Mega Slash (12 SP)
The user attacks with their weapon, doing a ton of damage. This attack is even more effective if Quick Jab was used first.
Combo Slash (13 SP)
The user attacks with their weapon multiple times, damaging the opponent. Normally they attack three times, but when used after Mega Slash they attack five times.
Bash Strike (14 SP)
The user smacks the opponent with their shield before following up with an attack with their weapon. This raises defense while also doing damage. It’s more effective after using Combo Slash.
Acrobatic Strike (15 SP)
The user jumps over the opponent and hits them twice with powerful strikes while dodging all attacks that round. It’s more effective after using Bash Strike.
Last Strike (16 SP)
The user slashes right through the opponent and does serious damage. This attack is always a critical hit. It’s more effective after using Acrobatic Strike.
Chain (17 SP)
The user can use all of their combo abilities at once at the cost of all their Energy.
Final Rush (18 SP)
The user attacks the opponent ten times before landing a final, incredibly powerful attack that ignores defenses.
Monk
Uses powerful skills that damage enemies while buffing the user
Equip:
Weapons: Fists, Claws
Armor: Light Armor, Robes
Aura Charge (Class Skill)
Damage dealt increases slowly each turn the Monk is in the Active Party. Resets when the user is knocked out or sent to the Support Party
Force Punch (1 SP)
A powerful punch that can knock enemies backward. Only targets one enemy.
Tiger Strike (2 SP)
The user hits with quick jabs at the opponent, using the momentum to increase their speed.
Lion Blow (3 SP)
The user hits the opponent with a powerful attack that creates a lion aura around the user, increasing their strength.
Flame Punch/Water Kick/Thunder Crash (4 SP)
The user hits the opponent with their fist, causing a blast of fire to erupt from their fists.
The user sweeps their leg across the ground, causing water to splash up at the enemy...somehow.
The user's body is electrified as they charge forward in a full body tackle on the opponent.
Bear Palm (5 SP)
The user hits the opponent with the palm of their hand, preparing to block attacks with their hands and raising their defense as well.
Viper Fang (6 SP)
The user attacks the enemy quickly and unleashes a strange energy that surrounds them and can cause status effects when attacking opponents afterward.
Hawk Dive (7 SP)
The user jumps up in the air before attacking with a diving kick. The feeling of the winds in the air fills the user with energy, increasing their dexterity.
Energy Blast (8 SP)
The user creates a ball of energy in their hands before launching it at the target.
Respite (9 SP)
The user spends this turn relaxing and recovers health, mana, and energy.
Dragon Rush (10 SP)
The user fills with the power of the dragons before rushing the opponent with many punches and kicks, increasing their Strength, Magic, and Speed.
Suplex (11 SP)
The user suplexes the opponent into the ground, doing more damage the heavier the opponents.
Comet Punch (12 SP)
The user throws the opponent up in the air before using a powerful punch to knock them into the ground, damaging all enemies based on the opponent's Defense stat.
Trip Throw (13 SP)
The user trips an approaching opponent before grabbing them by the leg and jumping up into the air, performing a flip and smashing them into the ground. This skill only works as a counter toward physical attacks.
Aura Beam (14 SP)
The user shoots a beam of continual energy at the target by gathering up their energy. Energy Blast must be learned first.
Mega Force Punch (15 SP)
The user punches the opponent with such power that they explode, causing damage to all enemies while the target is launched backward. Force Punch must be learned first.
Sky Kick (16 SP)
The user charges toward the opponent before kicking them up into the sky so high they don’t fall back down until next turn.
Destructive Burst (17 SP)
The user is surrounded in an aura energy before unleashing five powerful attacks on their target and exploding. This causes heavy damage to both the user and the target.
Zen Focus (18 SP)
The user meditates in battle, raising all of their stats while great amounts of energy flow around them before they unleash their power, punching the opponent with such force they are sent flying all the way around the world before the user lands a powerful kick to smash them into the ground as the target explodes.
Thief
Learns mostly exploration skills to help outside of battle, but is also a useful attacker
Equip:
Weapons: Knives, Short Swords
Armor: Light Robes
Auto Steal (Class Skill)
The user automatically has a chance to steal from an enemy with any physical attack.
Steal (1 SP)
The user steals an item from the target. The higher the user's dexterity, the more likely they will succeed.
Lockpick (2 SP)
The user can open most locked doors and chests without needing a key. This skill is passive.
Dirty Tricks (3 SP)
The user is more likely to inflict status ailments. This skill is passive and does not require activation.
Internal Compass (4 SP)
The user cannot get lost in a dungeon and will know which direction to go in when the road forks. This skill is passive.
Secret Sense (5 SP)
The user can find hidden items and enemies. They are also immune to enemy ambushes. This skill is passive.
Shadow Sneak (6 SP)
The user disappears into the shadows and cannot be seen until they attack an enemy.
First Strike (7 SP)
When the user is the party leader, the chance of preemptive strike is increased. This skill is passive.
Random Poison (8 SP)
The user attacks with a random poison in their blade. This could cause any status effect.
Deactivate Traps (9 SP)
The user can deactivate traps that they find. This skill is passive.
Dodge Counter (10 SP)
Every time the user dodges an attack, they hit the enemy with a counter attack.
Assassinate (11 SP)
The user hits the enemy with a garunteed critical hit and has a chance to instantly kill them.
Critical Boost (12 SP)
Every time the user hits the enemy with a critical hit, their Strength, Speed, and Dexterity raises.
Duplicate (13 SP)
The user makes two copies of themselves to throw off their enemies. Copies die after only one attack, but cause the opponent to get hit by a counter if they attack it.
Offensive Turning Tables (14 SP)
The user attacks the opponent using the enemy’s Strength stat against it.
Defensive Turning Tables (15 SP)
The user defends using the attacker’s defense stat against it.
Knife Mastery (16 SP)
The user can attack as many times per turn as they have knives in their inventory
Robbed Blind (17 SP)
The user steals all equipment and items an opponent is carrying.
Blades of Death (18 SP)
The user attacks the opponent five times in a row with increased critical hit chance.
Monster Tamer
Focuses on taming monsters and summoning them to help in battle
Equip
Weapons: Whips
Armor: Light Armor, Robes
Charm Boost (Class Skill)
Any skills relating to taming or charming enemies gain a passive boost.
Snare (1 SP)
The enemy is tangled up in the user's whip, taking slight damage and being unable to dodge attacks that turn. This skill requires a whip to use.
Leg Sweep (2 SP)
The user swings their whip across the ground to damage all enemies and interrupt any stance related abilities. This skill requires a whip to use.
Charm (3 SP)
The user attracts the target with their charm, causing them to gain the Charm status.
Tame (4 SP)
The user attempts to tame the target with their whip. Success rate depends on dexterity. This skill requires a whip to use.
Punishing Strike (5 SP)
The user attacks the target with vengeance, dealing extra damage if that enemy attacked them last turn.
Enemy Crash (6 SP)
The user grabs an enemy with their whip and swings them into another enemy to damage them both based on the first enemy's size and weight. This skill requires a whip to use.
Redirect (7 SP)
The user prepares to redirect projectiles back at the attacker by grabbing them and throwing them back with the whip. This skill requires a whip to use.
Disarm (8 SP)
The user steals the weapon of the target. This fails if the target has no weapon. This skill requires a whip to use.
Control (9 SP)
The user controls an enemy inflicted with either Charm or Confusion to make them attack another enemy or use a skill.
Whip Storm (10 SP)
The user hits all enemies with their whip, damaging them all while rose petals fly around furiously. This has a chance of making all enemies confused.
Mercy (11 SP)
The user may choose to spare an enemy. This will either cause the target to run away or attack for extra damage. This skill is more effective on weaker opponents.
Quick Step (12 SP)
The user focuses on dodging attacks this round, avoiding attacks coming their way and using their whip to rapidly spin the opponent around that attacked until they're dizzy. This causes a confusion status counter effect.
Monster Master (13 SP)
The user can call in any pets on standby for an attack before they return home.
Ally Toss (14 SP)
The user throws an ally into an enemy, allowing them to damage the enemy using the strength stat of the ally selected.
Whirlwind Lash (15 SP)
The user quickly lashes their whip out at all enemies to damage them all and scramble their locations up.
Stampede (16 SP)
All allies monsters charge forward and stomp all over all enemies.
Switch (17 SP)
The user can switch places with a monster so that the monster takes damage and fights for the user instead. Once the monster is defeated, it switches back to the user taking up the party slot instead of the monster.
Snaring Smash (18 SP)
The user wraps their whip around an enemy before spinning it around quickly and smashing it into the other enemy for heavy damage on both. This can also cause confusion on both enemies.
Engineer
Uses their skills in technology to create machines to battle for them and support allies
Equip
Weapons: Claws, Hammers, Guns
Armor: Light Armor
Tech Fanatic (Class Skill)
While equipped with a magitek weapon or armor, the user gains an automatic boost to strength, defense, and dexterity at the start of battle. This also comes into effect if the user is equipped with a gun.
Makeshift Shield (1 SP)
The user creates a shield using the environment around them. Results will vary depending on the dungeon the user is in.
Repair (2 SP)
The user can fix up old or broken machines to use for themselves.
Fire Absorber/Water Absorber/Lightning Rod (3 SP)
A machine is built that absorbs damage taken from fire attacks for the whole party.
A machine is built that absorbs damage taken from water attacks for the whole party.
A machine is built that absorbs damage taken from electric attacks for the whole party.
Wind Wall/Metal Wall/Blazing Wall (4 SP)
A machine is built that absorbs damage taken from wind attacks for the whole party.
A machine is built that absorbs damage taken from earth attacks for the whole party.
A machine is built that absorbs damage taken from plant attacks for the whole party.
Fire Impulse/Water Impulse/Electric Impulse (5 SP)
A machine is built that controls ally fire attacks, increasing their damage and causing them to hit all enemies.
A machine is built that controls ally water attacks, increasing their damage and causing them to hit all enemies.
A machine is built that controls ally electric attacks, increasing their damage and causing them to hit all enemies.
Wind Impulse/Earth Impulse/Plant Impulse (6 SP)
A machine is built that controls ally wind attacks, increasing their damage and causing them to hit all enemies.
A machine is built that controls ally earth attacks, increasing their damage and causing them to hit all enemies.
A machine is built that controls ally plant attacks, increasing their damage and causing them to hit all enemies.
Focus (7 SP)
The user focuses intently, raising their dexterity stat.
Explosion (8 SP)
An explosive is made before getting launched and damaging all enemies.
Deconstruct (9 SP)
The user instantly defeats a mechanical enemy. Repair must be learned first.
Construct (10 SP)
The user creates a mechanical soldier to attack and take damage for them.
Upgrade (11 SP)
The user temporarily upgrades an ally's weapon, making it do 1.5 times more damage than usual until the end of battle.
Master Constructor (12 SP)
The user makes more powerful Gear Soldiers. This skill is passive.
Homing Bombs (13 SP)
The user places multiple small bombs on the ground that chase after opponents to damage all of them. This attack cannot be dodged. Explosion must be learned first.
Mech (14 SP)
The user now constructs powerful mechs to use in battle instead of Gear Soldiers. The mech can shoot out lasers and tackle opponents for heavy damage. This skill is passive.
Homing Missiles (15 SP)
The user launches multiple missiles out that cannot miss and hit all enemies. A mech must be in use to use this ability.
Ultimech (16 SP)
The user’s mech is now much stronger with higher Strength and Defense.
Mega Laser (17 SP)
The user launches a giant laser at a single opponent to do severe damage. A mech must be in use to use this ability.
Obliteration Beam (18 SP)
The user unleashes a powerful energy beam that damages all enemies heavily twice and instantly kills all normal enemies it hits.
Mage
Learns powerful offensive magic
Equip
Weapons: Staff, Tomes
Armor: Robes
Magic Boost (Class Skill)
The user’s magic damage slowly raises each turn they are in the Active Party. This is interrupted when the user is knocked out or switched into the Support Party.
Fireball/Electro Shock/Water Blast (1 SP)
The user launches a ball of flames at the target. Can only hit one enemy.
Electricity is gathered into an orb before getting launched at the target. Can only hit one enemy.
Pressurized water is blasted at the target. Can only hit one enemy.
Wind Blast/Rockslide/Entangling Thorns (2 SP)
A powerful wind is blown at the target to knock them backward. Can only hit one enemy.
Rocks are called down from above to fall on the target. Can only hit one enemy.
Vines with sharp thorns ensnare a single enemy and whip them multiple times. Can only hit one enemy.
Poison Strike/Paralyzing Strike/Sleepy Strike (3 SP)
The user hits the target with their weapon, combining magic with their strike to poison the enemy.
The user hits the target with their weapon, combining magic with their strike to paralyze the enemy.
The user hits the target with their weapon, combining magic with their strike to put the enemy to sleep.
Weapon Break/Armor Break/Magic Break (4 SP)
A spell that weakens an enemy, causing their strength to decrease. Can only debuff one enemy.
A spell that weakens an enemy, causing their defense to decrease. Can only debuff one enemy.
A spell that weakens an enemy, causing their magic and resistance to decrease. Can only debuff one enemy.
Flame Pillar/Electric Field/Shattering Ice (5 SP)
A large pillar of flames is called up from the ground and showers smaller flames around the area. Hits one enemy and spreads damage to enemies around it.
A wave of electricity pulses from the user, electrifying all enemies around them.
A large spire of ice is produced under the target enemy before shattering apart into shards. Hits an enemy and all other enemies around it.
Hurricane/Earthquake/Explosive Fungi (6 SP)
A powerful blast of wind is used to knock back all enemies and damage them.
The ground beneath all enemies blasts upward, knocking them into the air with a large boulder.
Multiple spores are sent out that explode when coming in contact with an enemy.
Confusing Strike/Blinding Strike/Silencing Strike (7 SP)
The user hits the target with their weapon, combining magic with their strike to confuse the enemy.
The user hits the target with their weapon, combining magic with their strike to blind the enemy.
The user hits the target with their weapon, combining magic with their strike to seal the enemy's magic.
Weapon Shatter/Armor Shatter/Magic Shatter (8 SP)
The user casts a spell to decrease all enemies' attack. Weapon Break must be learned first.
The user casts a spell to decrease all enemies' defense. Armor Break must be learned first.
The user casts a spell to decrease all enemies' magic and resistance. Magic Break must be learned first.
Drain (9 SP)
The user steals an enemy's life energy to heal themselves.
Blazing Burn/Shatter Blast/Lightning Crash (10 SP)
The user causes a powerful burst of flames to cover a single enemy before it creates a small blast around them. This attack can only target one enemy. This attack can cause the Burn status effect. The user must know Fireball first.
The user causes a flash of ice to coat the enemy before it shatters apart with the shards stopping on their way flying outward to fly into the opponent and damage them. This attack can only target one enemy. This attack can cause the Frozen status effect. The user must know Water Blast first.
The user causes multiple blasts of lightning to fall from the sky and zap the enemy directly. This attack can only target one enemy. This attack can cause the Paralyze status effect. The user must know Electro Shock first.
Twister/Stone Crush/Shredding Thorns (11 SP)
The user creates a small tornado to shred through a single opponent. This attack can only target one enemy. This attack can cause the Confusion status effect. The user must know Wind Blast first.
The user covers the enemy in rocks before crushing them with them multiple times. This attack can only target one enemy. This attack can cause the Stone status effect. The user must know Rockslide first.
The user causes poisonous thorns to grow underneath the enemy and entangle them, wrapping tightly around them before spinning the enemy around and shredding them up with the thorny vines. This attack can only target one enemy. This attack can cause the Poison status effect. The user must know Entangling Thorns first.
Displace (12 SP)
The user moves all status effects and buffs/debuffs from one target to another regardless of weakness or resistance. This does not work on specific status ailments, however.
Mana Flow (13 SP)
The user gradually recovers Mana every turn.
Vulcan Flare/Lightning Wave/Ice Storm (14 SP)
The user causes lava to explode out of the ground all around their enemies before a powerful explosion of fire detonates at the center of them all. This may cause the burn status effect.
The user causes lightning to fall down from the sky into them before channeling it and controlling it with their body to send out a wave of lightning at all enemies. This may cause the paralysis status effect.
The user causes powerful ice meteors to fall from the sky and crash into all opponents. This may cause the freeze status effect.
Tornado/Rock Storm/Draining Vines (15 SP)
The user calls down a powerful tornado to rip through the battlefield, damaging all enemies. This may cause Confusion.
The user causes large rocks to rain down from the sky, shattering apart on contact before all being attracted toward the enemy, quickly flying into them and crushing them under all the small rocks. This may cause the Stone status effect.
The user creates vines from the ground to grab onto all enemies before their sharp, poisonous thorns dig into all of them and drain their health. Finally, all of the vines explode. This may cause the poison status effect.
Status Strike (16 SP)
The strikes a single enemy with with magic in their weapon, causing a status ailment of any kind without fail.
All Shatter (17 SP)
The user casts a spell to lower all of a single enemies’ stats.
Last Cast (18 SP)
The user casts all eight of the most powerful elemental spells, regardless of if they know them or not all at the same time.
Healer
Uses healing magic and can buff allies
Equip:
Weapons: Staff, Tomes
Armor: Robes
Healing Proficiency (Class Skill)
The user’s healing skills heal 1.5 times as effectively.
Heal (1 SP)
A healing spell taught to beginners in healing. It can be used to effectively heal wounds in battle. Only heals a single ally.
Poison Heal/Paralysis Heal/Sleep Heal (2 SP)
A spell that purges poison from the body. Only heals a single ally.
A spell that restores movement to the limbs. Only heals a single ally.
A spell that awakens an ally in deep sleep.
Weapon Strengthen/Armor Strengthen/Magic Strengthen (3 SP)
A spell that strengthens an ally, causing their strength to increase. Only buffs one ally.
A spell that strengthens an ally, causing their defense to increase. Only buffs one ally.
A spell that strengthens an ally, causing their magic and resistance to increase. Only buffs one ally.
Multiheal (4 SP)
A more complex healing spell that can heal multiple people. Heals the entire party.
Sickness Heal/Freeze Heal/Charm Heal (5 SP)
A spell that purges illness from the body. Only heals a single ally.
A spell that defrosts an ally. Only heals a single ally.
A spell that reveals the truth to an ally so they can see through charming illusions. Only heals a single ally.
Light Blast (6 SP)
The user creates a powerful explosion of light to damage all enemies.
Greater Heal (7 SP)
The user uses a more potent healing spell to heal a single ally. Heal must have been learned before this skill.
Weapon Bolster/Armor Bolster/Magic Bolster (8 SP)
The user casts a spell to raise all allies' strength. Weapon Strengthen must be learned first.
The user casts a spell to raise all allies' defense. Armor Strengthen must be learned first.
The user casts a spell to raise all allies' magic. Magic Strengthen must be learned first.
Sacrifice (9 SP)
The user fully heals an ally by sacrificing all their health. This doesn't KO the user, but makes it so they will be KO'd by the next attack.
Omega Heal (10 SP)
The user casts a potent healing spell to heal all allies. They must know Multi Heal first.
Health Split (11 SP)
The user and the target average out their current health and then use that as their health. Very useful when low on HP and fighting a high HP enemy or for helping your ally recover at the cost of your own HP. This skill does not require Mana to use.
Regenerative Light (12 SP)
Changes the weather condition to Holy Light. This heals everyone in battle every turn, even enemies. Useless in most battles, but very powerful against the undead.
Mirror (13 SP)
The user creates a magic mirror in front of a specified ally to reflect all magical attacks back at the attacker that round.
Revive (14 SP)
The user brings an ally back from the brink of death with low health.
Banishing Light (15 SP)
A powerful light descends from the sky, blinding all as all enemies are hit with powerful bursts of light. This may cause the blind status effect. Light Blast must be learned first.
Full Heal (16 SP)
Restores all of an ally’s health and heals all status ailments.
Full Revival (17 SP)
The user revives an ally with full health.
Light of Hope (18 SP)
The user causes a holy light to envelop the entire area as all allies are fully healed and revived. All debuffs and negative status ailments are cured as well.
Bard
Uses music to heal and buff all allies
Song Priority (Class Skill)
When using a song ability, the user will always move first.
Song of Strength (1 SP)
The user plays a song that empowers their allies, increasing the whole party's strength.
Courage Crescendo (2 SP)
The user plays a song that banishes fear, making their allies braver. The whole party becomes immune to Paralyze, Fear, Stun, and Death statuses.
Symphony of Life (3 SP)
The user plays a song to refresh their allies, healing the entire party.
Protection's Song (4 SP)
The user plays a song that empowers their allies, increasing the whole party's defense.
Chaotic Creation (5 SP)
The user plays a strange and ominous string of notes that has a chance of causing all enemies to become confused.
Death's Requiem (6 SP)
The user plays an unsettling song, calling spirits to kill an enemy instantly. Has a low chance of hitting the enemy. Affects all enemies in battle.
Magic's Melody (7 SP)
The user plays a song to transfer some of their magic power to their allies, increasing magic, resistance, and mana, but halves the user's magic, resistance, and mana.
Inspirational Piece (8 SP)
The user plays a song that inspires those around them, raising the effectiveness of the party's song skills.
Scale (9 SP)
The user plays a scale on their instrument, causing a random stat increase for the party.
March of the Heroes (10 SP)
The user plays a song to protect all allies from status ailments.
Solo (11 SP)
The user cancels out all ally and enemy buffs/debuffs, absorbing them into the next song to make it more effective times the number of buffs/debuff types canceled.
Duet (12 SP)
The user sings a song with an ally, protecting that ally from all negative status effects and debuffs that round. It also dispels all status ailments and debuffs while healing the ally slightly.
Symphony of Greater Healing (13 SP)
The user plays a song that heals all allies much more than before. The user must know Symphony of Life before learning this skill.
Silence (14 SP)
The user blocks out all magic and effects of magic this turn.
Song of Hope (15 SP)
The user plays a song that gives all their allies the hope to hold on and battle their enemies, giving them all a chance to survive killing blows this round. This song does not work two turns in a row.
Raising Notes (16 SP)
The user plays a song that has a chance of raising all allies from KO status
Musical Mastery (17 SP)
All songs are twice as effective when used.
Song of Determination (18 SP)
The user plays a song that makes all allies feel determined. They’ll survive any attacks that would kill them this turn and are fully healed with their mana fully restored.
Archer
Focuses on dealing heavy damage to single targets from the back
Ambush (Class Skill)
The user deals extra damage until they receive damage.
Pierce (1 SP)
The user attacks an enemy, ignoring armor and defensive buffs.
Triple Attack (2 SP)
The user attacks three times with random targets. This attack will only hit enemies.
Rain of Arrows (3 SP)
The user fires multiple arrows into the sky, raining them down on the enemies. This skill can only be used with a bow.
Flaming Arrow/Chilling Arrow/Electrical Arrow (4 SP)
The user sets an arrow on fire before shooting it at an enemy. This skill can only be used with a bow.
The user shoots an arrow coated in ice at an enemy. This skill can only be used with a bow.
The user shoots an electrified, metal arrow at an enemy. This skill can only be used with a bow.
Multi Arrow (5 SP)
The user shoots multiple times in succession at the enemy. This can be anywhere from two to five attacks. This can target only one enemy. This skill can only be used with a ranged weapon.
Hunter's Shot (6 SP)
The user attacks with a high chance of critical hit. This skill can only be used with ranged weapons.
Double Arrows (7 SP)
The user activates all skills and attacks twice by shooting two arrows at once. This skill can only be used with a bow. This skill is passive.
Poison Tipped Arrows (8 SP)
The user shoots arrows with poison in the tips for a chance at poisoning the target enemy. This skill can only be used with a bow. This skill is passive.
Final Shot (9 SP)
The user shoots an arrow at the enemy with a chance for instantly killing them. This move has a low hit chance. This skill can only be used with ranged weapons.
Sky Arrow (10 SP)
The user shoots an arrow up high in the air. The next turn it will come crashing down, dealing heavy damage.
Light Arrow/Dark Arrow (11 SP)
The user shoots an arrow of light, damaging the opponent and doing extra damage on dark opponents and undead opponents.
The user shoots an arrow of darkness, damaging the opponent and doing extra damage on holy opponents and fairies.
Disabling Shot (12 SP)
All arrows have a chance to cause paralysis. This skill is passive.
Drilling Arrow (13 SP)
The user shoots spinning arrows with every shot, damaging opponents twice for each attack. This skill is passive.
Stunning Arrows (14 SP)
The user’s attacks all have a chance to stun the enemy.
Charged Arrow (15 SP)
The user charges up their arrow before releasing it with all their strength. This makes them attack last, but do heavy damage.
Arrow Storm (16 SP)
The user shoots three arrows at a time instead of two, attacking and activating all skills three times. This skill is passive.
Bow Master (17 SP)
When the user has a bow equipped, their Strength, Speed, and Dexterity increase by 1.5
10,000 Arrows (18 SP)
The user unleashes 10,000 arrows all at once on their enemies, dealing 10,000 damage to all enemies divided by the number of enemies.
Gunner
Focuses on damaging all enemies from the back
Leading Shot (Class Skill)
When attacking first, allies will deal extra damage to enemies hit by the gunner.
Ricochet (1 SP)
When using ranged attacks, the user hits the closest enemy along with the target. This skill is passive and doesn't require activation.
Blaze Bullet/Chill Bullet/Zap Bullet (2 SP)
A type of bullet is shot that produces flames on contact. This skill is only usable with guns.
A type of bullet is shot that produces ice on contact. This skill is only usable with guns.
A type of bullet is shot that electrifies on contact. This skill is only usable with guns.
Gust Bullet/Stone Bullet/Seed Bullet (3 SP)
A type of bullet is shot that releases a gust of wind on contact. This skill is only usable with guns.
A type of bullet is shot that is made of stone and shatters apart on contact. This skill is only usable with guns.
A type of bullet is shot that launches out hard seeds on contact. This skill is only usable with guns.
Stun Shot (4 SP)
The user charges up before launching an attack at the start of next turn that stuns the target and may cause paralysis. This skill is only usable with ranged weapons.
Accuracy Boost (5 SP)
The user's accuracy is increased. This skill is passive.
Rapid Fire (6 SP)
The user attacks 3-5 times with random enemy targets. This skill can only be used with ranged weapons.
Rain of Fire (7 SP)
The user attacks all enemies at the same time by firing at all enemies. This skill can only be used with guns.
Flash Bullet/Dark Bullet (8 SP)
A type of bullet is shot that creates a bright flash on contact. This skill is only usable with guns.
A type of bullet is shot that releases a blast of darkness on contact. This skill is only usable with guns.
Focus Fire (9 SP)
When hitting the same enemy with the same skill, damage increases each time it's repeated. Rapid Fire must be learned first. This skill can only be used with ranged weapons.
Burst Bullets (10 SP)
The bullets shot create small explosions, causing splash damage. This skill is passive.
Aim (11 SP)
The user aims carefully, making sure their attack next turn hits.
Charge Shot (12 SP)
The user charges up a shot from their gun, dealing heavy damage, but hitting last this round.
Careless Fire (13 SP)
The user attacks all enemies three times, but this skill has very low accuracy.
Unstable Burst (14 SP)
The user prepares an incredibly powerful shot that explodes to damage all enemies, but there’s a chance the attack will fail and just injure the user instead.
Continuous Fire (15 SP)
The user attacks all enemies and activates their skills twice.
Cover Fire (16 SP)
When attacking the same enemy as their allies, the user does double damage.
Homing Bullets (17 SP)
The user’s attacks will never miss.
Critical Shot (18 SP)
The user aims at the enemy’s weakest point, shooting them with a powerful shot. This will deal heavy damage and will instantly kill normal enemies.
Dancer
Focuses on dodging attacks while healing and buffing allies
Song and Dance (Class Skill)
When in the same party as a Bard, all dances are twice as effective.
Dancing Blade (1 SP)
The user attacks a foe while continuing to stay aware of their surroundings, raising their dodge rate while doing damage.
Raising Strength (2 SP)
The user performs a dance for a single ally, making it so that their strength will raise every time they attack.
Raising Defense (3 SP)
The user performs a dance for a single ally, making it so that their defense will raise every time they defend.
Raising Magic (4 SP)
The user performs a dance for a single ally, making it so that their magic and resistance will raise every time they cast a spell.
Healing Dance (5 SP)
Every time the user performs a dance, the ally being danced for is healed. This skill is passive.
Dodge Dance (6 SP)
The user performs a dance to increase their dodge rate.
Combo Dance (7 SP)
The user can combine dance steps together to perform two dancing moves in one turn. This skill is passive.
Physical Counter Dance (8 SP)
The user performs a dance to avoid all incoming physical attacks and counter them with their own physical attacks.
Magic Counter Dance (9 SP)
The user performs a dance to avoid all incoming magic attacks and counter them with their own magic attacks.
Dancing Start (10 SP)
The user will start each battle dancing already and raising a random stat for themselves.
Practice (11 SP)
The user will perform their dance for themselves to raise their own stats.
Offbeat (12 SP)
The user performs some offbeat steps, making it so they can’t dodge this round, but also making enemy attacks more likely to miss.
Quick Step (13 SP)
The user will always move first.
Healing Song (14 SP)
The user sings along as they dance and will heal all allies every time they dance.
Raising Strength All (15 SP)
Perform the raising strength dance for the entire party
Raising Defense All (16 SP)
Perform the raising defense dance for the entire party
Raising Magic All (17 SP)
Perform the raising magic dance for the entire party
Final Dance (18 SP)
The user performs an incredibly powerful dance and raises all allies’ stats while healing them fully.