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Trope was cut/disambiguated due to cleanup


* ArcherArchetype: Archer Trainees, who eventually promote into various bow-wielding classes.



* ArcherArchetype: As per their name, Archers prefer to fight from afar, with no ability to fight from close range without Crossbows. Battle Mages gain Anima Magic with which to fight from close range, however, mitigating this. Snipers get S-rank Bows, allowing them to wield the best bows in the game.



* ArcherArchetype: Warriors gain access to Bows upon promotion.



* ArcherArchetype: Hunters and their promotions.



* ArcherArchetype: Spies and their promotions have access to Bows.



* ArcherArchetype: Apothecaries use Bows to protect themselves in conjunction with...

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Blade On A Stick is now a disambiguation page.


* BladeOnAStick: Rider Trainees and Soldier Trainees have access to lances.



* BladeOnAStick: Bodyguards gain Lances upon promotion to better fight opponents.



* BladeOnAStick: Dark Riders gain access to lances upon promotion.



* BladeOnAStick: Pegasus Riders start with Lances; Falcon Knights gain Swords upon Promotion...



* BladeOnAStick: Soldiers and Sentinels specialise in Lances, with Sentinels achieving an S-rank in them.



* UselessUsefulSpell: ''Trick Up the Sleeve''; Ailments are by their nature this, and Master Spies tend to specialise in inflicting these.[[/folder]]

to:

* UselessUsefulSpell: ''Trick Up the Sleeve''; Ailments are by their nature this, and Master Spies tend to specialise in inflicting these.these.
* WeaponSpecialization: Soldiers and Sentinels specialise in Lances, with Sentinels achieving an S-rank in them.
[[/folder]]



* BladeOnAStick: Wyvern Riders, like Pegasus Riders, use Lances. Furthermore, Wyvern Hunters have access to S-rank Lances, like Sentinels.



* BladeOnAStick: ....the Lances they also wield.



* BladeOnAStick: Jongleurs pick up Lances upon promotion.
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No longer a trope


* WhipItGood: One of the signature weapons of the Jester line.[[/folder]]

to:

* WhipItGood: One of the signature weapons of the Jester line.[[/folder]]
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Introduced in v3.0. This class specialises in the setting-up and usage of long-range machines to defeat the enemy from well beyond their range. They can promote into the '''Charioteer''' and '''Combat Engineer''' classes.

to:

Introduced in v3.0. This class specialises in the setting-up and usage of long-range giant siege machines to defeat the enemy from well beyond their range.extreme long-range, often up to 10 squares away. They can promote into the '''Charioteer''' and '''Combat Engineer''' classes.
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Strong, hardy thieves who live their lives stealing from others, Bandits specialise in the use of an Axe to fight, traverse hardy terrain and intimidate enemies. They can promote into the '''Berserker''' and '''Mountain Warrior''' classes.

to:

Strong, hardy thieves who live their lives stealing from others, Bandits specialise in the use of an Axe to fight, traverse hardy terrain and intimidate enemies. They can promote into the '''Berserker''' and '''Mountain Warrior''' Hermit''' classes.



Lords of the plain, Nomads use their superior mounted movement in conjunction with their bows to harry opponents, creating a fearsome force of skilled, mobile artillery. They can promote to the '''Nomad Ranger''' or '''Nomad Healer''' classes.

to:

Lords of the plain, Nomads use their superior mounted movement in conjunction with their bows to harry opponents, creating a fearsome force of skilled, mobile artillery. They can promote to the '''Nomad Ranger''' or '''Nomad Healer''' '''Valkyrie''' classes.



Taking to the air on their winged steeds, Pegasus Riders specialise in Lances to reduce the weight on their often light steeds. They can promote to the '''Falcon Knight''' and '''Valkyrie''' classes.

to:

Taking to the air on their winged steeds, Pegasus Riders specialise in Lances to reduce the weight on their often light steeds. They can promote to the '''Falcon Knight''' and '''Valkyrie''' '''Kinshi Knight''' classes.



The rank and file of any army, Soldiers form the backbone of any army and can use their numbers and spears to fend back any enemy. They can promote to the '''General''' and '''Sentinel''' classes.

to:

The rank and file of any army, Soldiers form the backbone of any army and can use their numbers and spears to fend back any enemy. They can promote to the '''General''' '''Templar''' and '''Sentinel''' classes.

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re-aligning char page with latest version of rulebook


[[folder:Ballistician]]
Introduced in v3.0. This class specialises in the setting-up and usage of long-range machines to defeat the enemy from well beyond their range. They can promote into the '''Charioteer''' and '''Combat Engineer''' classes.

* TheEngineer: What these are basically meant to be...
* SiegeEngines: ...and they're meant to be operating.

[[/folder]]



[[folder: Combat Medic]]
Formerly named Troubadours. As much poet as healer, Combat Medics keep both spirits and bodies up using their staves and songs, with some skill in weaponry. They can promote to the '''Holy Guard''' and '''Valkyrie''' classes.

-> '''Major Characters of this class and class line''': Ami (''[=FEF1=]''), Angelica (''[=FEF3.5=]''), Bertholt (''Liberation of Izzarra''), Gilbert (''Magi Wars)'', Lamden (''Final Hour'')

* TheBard: Troubadours are supposed to be this, but averted in gameplay; they're closer to being a CombatMedic.
* CombatMedic: Troubadours start with both Staves and any physical weapon they wish. Holy Guards gain magic to amplify their repertoire.
* GameplayAndStorySegregation: Troubadours don't actually have Performance ranks and can't use Perform at all.
* HealingFactor: ''Healing Flow'' actually applies this to the target of healing by a Troubadour, who can make heals go over time instead of instantly.
* HitAndRunTactics: Like all cavalry units, they have access to ''Canto'', allowing them to move after attacking.
* NonIndicativeName: Troubadours have nothing to do with singing or performing outside of class lore.
* PowerFloats: They have access to ''Walking on Air'', which allows them to ignore most (non-Forest, non-Mountain and non-Water) terrain when dismounted.[[/folder]]



[[folder: Outlaw]]
Representing rogues and petty thieves, the outlaw is equipped with a bow and daggers and is always to counterattack with the appropriate weapon even if they would normally be unable to. The can promote to the '''Assassin''' and the '''Vigilante''' classes.

* DeviousDaggers: Outlaws can equip weapons from the Hidden tree, a trait shared by both its promotions.

[[/folder]]



[[folder: Scholar]]
Studious novices, Scholars study many different trees of magic in order to increase their understanding thereof, using the greater analytical skills in conjunction with their expanded magical knowledge to great effect. They can promote to the '''Baron''' and '''Virtuoso''' classes.

-> '''Major Characters of this class and class line''': Altha (''[=FEF6Re=]''), Keilee (''Wonderful Blessing''), Lizaveta (''Mortal Transgressions''), Rafiel (''Final Hour 2'')

* ArmorAndMagicDontMix: Averted with the Baron, whose Class Skill ''Runic Armor'', in addition to sharing the Armored special with the Knight tree, is based around having magic armor that grows stronger.
* AwesomenessByAnalysis: ''Assessment'' and ''Fruits of Study'', the Class Skills of the Scholar and Virtuoso respectively, are based on this, boosting stats against an enemy that the Scholar has already attacked and boosting the stats of the Virtuoso if an enemy they have previously fought dies.
* CastingAShadow: Scholars start with Dark Magic.
* FireIceLightning: Scholars also start with Anima Magic.
* LightEmUp: Virtuosos gain Light Magic upon promotion.
* PowerFloats: As with most magic classes, they have access to ''Levitation'', which allows them to ignore most (non-Forest, non-Mountain and non-Water) terrain.[[/folder]]



[[folder: Scholar]]
Studious novices, Scholars study many different trees of magic in order to increase their understanding thereof, using the greater analytical skills in conjunction with their expanded magical knowledge to great effect. They can promote to the '''Baron''' and '''Virtuoso''' classes.

-> '''Major Characters of this class and class line''': Altha (''[=FEF6Re=]''), Keilee (''Wonderful Blessing''), Lizaveta (''Mortal Transgressions''), Rafiel (''Final Hour 2'')

* ArmorAndMagicDontMix: Averted with the Baron, whose Class Skill ''Runic Armor'', in addition to sharing the Armored special with the Knight tree, is based around having magic armor that grows stronger.
* AwesomenessByAnalysis: ''Assessment'' and ''Fruits of Study'', the Class Skills of the Scholar and Virtuoso respectively, are based on this, boosting stats against an enemy that the Scholar has already attacked and boosting the stats of the Virtuoso if an enemy they have previously fought dies.
* CastingAShadow: Scholars start with Dark Magic.
* FireIceLightning: Scholars also start with Anima Magic.
* LightEmUp: Virtuosos gain Light Magic upon promotion.
* PowerFloats: As with most magic classes, they have access to ''Levitation'', which allows them to ignore most (non-Forest, non-Mountain and non-Water) terrain.[[/folder]]



[[folder: Spy]]
Masters of espionage and information brokering, Spies use daggers to fight, but prefer the company of the shadows. They can promote to the '''Assassin''' or the '''Rogue''' classes. This class was removed from later versions of the handbook due to being very difficult to balance and play but were re-introduced in version 3.0.

-> '''Major Characters of this class and class line''': Ismo (''Final Hour 2''), Kane (''Mortal Transgressions'')

* ArcherArchetype: Spies and their promotions have access to Bows.
* CriticalHitClass: Spies have ''Vital Strike'', allowing them to trade Damage for Critical hit chance. Assassins gain ''Assassinate'', which amplifies the damage done by crits.
* DeviousDaggers: Spies use knives, like most any other thief-like class.
* MasterOfUnlocking: Spies start with Lockpick, allowing them to open any Door or Chest that starts locked as long as they have a Lockpick.
* MasterPoisoner: Master Spies can use envenomed weapons with ''Trick Up the Sleeve'' to poison enemies, and expungers to force an enemy to take all the poison damage they would have taken at once.
* SmokeOut: With ''Trick Up the Sleeve'', Master Spies can use smoke bombs to avoid a single combat.
* UselessUsefulSpell: ''Trick Up the Sleeve''; Ailments are by their nature this, and Master Spies tend to specialise in inflicting these.[[/folder]]



[[folder: Thief]]
Sneaky pickpockets, cutpurses and general unsavoury sorts, Thieves use daggers and their wits to steal things, whether they be from other people or well-hidden caches. They can promote to the '''Rogue''' or '''Bounty Hunter''' classes.

-> '''Major Characters of this class and class line''': Astera (''Final Hour 2''), Cassidy (''Lost Lands''), Harlan (''Final Hour''), Lenore (''Mortal Transgressions''), Martyn (''Liberation of Izzarra''), Rosencrantz (''Wonderful Blessing'')

* BagOfHolding: The Rogue has a skill with the same name, allowing them to hold an infinite amount of items at the cost of not being able to access them quickly.
* DeviousDaggers: Thieves specialise in the Hidden tree, and Rogues gain S-rank in Hidden.
* HitAndRunTactics: Similar to cavalry units, Thieves have access to ''Footpad'', allowing them to move after successfully picking a lock or stealing something.
* JackOfAllTrades: As above, the Bounty Hunter.
* MagicKnight: Thieves gain Dark and Anima Magic upon promotion to Bounty Hunter.
* MasterOfUnlocking: In addition to the Lockpick skill, the Rogue's ''Lock Mastery'' allows them to break into locked Doors and Chests without the use of any items.
* VideoGameStealing: Thieves can ''Steal'' objects from an enemy's inventory as long as it isn't currently equipped and they have an open slot (and pass a Luck check, of course).[[/folder]]



[[folder: Troubadour]]
As much poet as healer, Troubadours keep both spirits and bodies up using their staves and songs, with some skill in weaponry. They can promote to the '''Holy Guard''' and '''Valkyrie''' classes.

-> '''Major Characters of this class and class line''': Ami (''[=FEF1=]''), Angelica (''[=FEF3.5=]''), Bertholt (''Liberation of Izzarra''), Gilbert (''Magi Wars)'', Lamden (''Final Hour'')

* TheBard: Troubadours are supposed to be this, but averted in gameplay; they're closer to being a CombatMedic.
* CombatMedic: Troubadours start with both Staves and any physical weapon they wish. Holy Guards gain magic to amplify their repertoire.
* GameplayAndStorySegregation: Troubadours don't actually have Performance ranks and can't use Perform at all.
* HealingFactor: ''Healing Flow'' actually applies this to the target of healing by a Troubadour, who can make heals go over time instead of instantly.
* HitAndRunTactics: Like all cavalry units, they have access to ''Canto'', allowing them to move after attacking.
* NonIndicativeName: Troubadours have nothing to do with singing or performing outside of class lore.
* PowerFloats: They have access to ''Walking on Air'', which allows them to ignore most (non-Forest, non-Mountain and non-Water) terrain when dismounted.[[/folder]]



!!Other Classes
[[folder: Spy]]
Masters of espionage and information brokering, Spies use both bow and dagger to fight, but prefer the company of the shadows. They can promote to the '''Assassin''' or the '''Master Spy''' classes. This class was removed from later versions of the handbook due to being very difficult to balance and play.

-> '''Major Characters of this class and class line''': Ismo (''Final Hour 2''), Kane (''Mortal Transgressions'')

* ArcherArchetype: Spies and their promotions have access to Bows.
* CriticalHitClass: Spies have ''Vital Strike'', allowing them to trade Damage for Critical hit chance. Assassins gain ''Assassinate'', which amplifies the damage done by crits.
* DeviousDaggers: Spies use knives, like most any other thief-like class.
* MasterOfUnlocking: Spies start with Lockpick, allowing them to open any Door or Chest that starts locked as long as they have a Lockpick.
* MasterPoisoner: Master Spies can use envenomed weapons with ''Trick Up the Sleeve'' to poison enemies, and expungers to force an enemy to take all the poison damage they would have taken at once.
* SmokeOut: With ''Trick Up the Sleeve'', Master Spies can use smoke bombs to avoid a single combat.
* UselessUsefulSpell: ''Trick Up the Sleeve''; Ailments are by their nature this, and Master Spies tend to specialise in inflicting these.[[/folder]]

to:

!!Other !!Retired Classes
[[folder: Spy]]
Masters of espionage
Thief]]
Sneaky pickpockets, cutpurses
and information brokering, Spies general unsavoury sorts, Thieves use both bow daggers and dagger their wits to fight, but prefer the company of the shadows. steal things, whether they be from other people or well-hidden caches. They can promote to the '''Assassin''' '''Rogue''' or the '''Master Spy''' '''Bounty Hunter''' classes. This class was removed from later versions of the handbook due to being very difficult to balance and play.

retired in version 3.0.

-> '''Major Characters of this class and class line''': Ismo Astera (''Final Hour 2''), Kane Cassidy (''Lost Lands''), Harlan (''Final Hour''), Lenore (''Mortal Transgressions'')

Transgressions''), Martyn (''Liberation of Izzarra''), Rosencrantz (''Wonderful Blessing'')

* ArcherArchetype: Spies and their promotions have access to Bows.
* CriticalHitClass: Spies have ''Vital Strike'',
BagOfHolding: The Rogue has a skill with the same name, allowing them to trade Damage for Critical hit chance. Assassins gain ''Assassinate'', which amplifies hold an infinite amount of items at the damage done by crits.
cost of not being able to access them quickly.
* DeviousDaggers: Spies use knives, like most any other thief-like class.
Thieves specialise in the Hidden tree, and Rogues gain S-rank in Hidden.
* HitAndRunTactics: Similar to cavalry units, Thieves have access to ''Footpad'', allowing them to move after successfully picking a lock or stealing something.
* JackOfAllTrades: As above, the Bounty Hunter.
* MagicKnight: Thieves gain Dark and Anima Magic upon promotion to Bounty Hunter.
* MasterOfUnlocking: Spies start with Lockpick, allowing In addition to the Lockpick skill, the Rogue's ''Lock Mastery'' allows them to open any Door or Chest that starts break into locked Doors and Chests without the use of any items.
* VideoGameStealing: Thieves can ''Steal'' objects from an enemy's inventory
as long as it isn't currently equipped and they have a Lockpick.
* MasterPoisoner: Master Spies can use envenomed weapons with ''Trick Up the Sleeve'' to poison enemies, and expungers to force
an enemy to take all the poison damage they would have taken at once.
* SmokeOut: With ''Trick Up the Sleeve'', Master Spies can use smoke bombs to avoid
open slot (and pass a single combat.
* UselessUsefulSpell: ''Trick Up the Sleeve''; Ailments are by their nature this, and Master Spies tend to specialise in inflicting these.
Luck check, of course).[[/folder]]
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an axe to grind was disambiguated. This example isn't actually a trope.


* AnAxeToGrind: Journeymen, or Axe Trainees, who promote into the Fighter class.



* AnAxeToGrind: Bandits and their promotions specialise heavily in Axes, with Mountain Warriors and Berserkers getting S-rank in Axes, allowing them to wield the very best ones.



* AnAxeToGrind: Swashbucklers have access to Axes in addition to Swords and Hidden.



* AnAxeToGrind: Fighters, though not as good as Bandits, use Axes just fine.



* AnAxeToGrind: Heroes can use Axes in conjunction with Swords.




* AnAxeToGrind: Pirates start out with Axes, and double down on them as Berserkers, while picking up a Sword as Swashbucklers.



* AnAxeToGrind: Alchemists carry Axes around to defend themselves.



* AnAxeToGrind: Polymaths use Axes as a utility tool.

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dewicking Knife Nut per TRS


* DeviousDaggers: Thief Trainees specialise in knives as per their general sneaky nature.



* KnifeNut: Thief Trainees specialise in knives as per their general sneaky nature.



* KnifeNut: Butlers and Maids specialise in using knives to look 'proper'. Bodyguards gain Lances to add to their repertoire.



* KnifeNut: Fencers and Swashbucklers have access to the Hidden tree, allowing them to use knives in conjunction with their swords. Shadow Swords ditch the knives to use Dark Magic instead.



* DeviousDaggers: Scavengers are lockpicking rogues and start with Hidden, allowing them to use knives, daggers and their ilk.



* KnifeNut: Scavengers start with Hidden, allowing them to use knives, daggers and their ilk.



* DeviousDaggers: Thieves specialise in the Hidden tree, and Rogues gain S-rank in Hidden.



* KnifeNut: Thieves specialise in the Hidden tree, and Rogues gain S-rank in Hidden.



* KnifeNut: Hermeticists prefer knives for their choice of utility tool.



* GoodOldFisticuffs: Brawlers specialise in this, with Ruffians picking up [[KnifeNut knives]]. Pugilists graduate to becoming a full-on BoxingBattler instead.
* KnifeNut: Ruffians gain access to Hidden weapons upon promotion.

to:

* GoodOldFisticuffs: Brawlers specialise in this, with Ruffians picking up [[KnifeNut knives]]. knives. Pugilists graduate to becoming a full-on BoxingBattler instead.
* KnifeNut: Ruffians gain access to Hidden weapons upon promotion.
instead.



* KnifeNut: Harlequins pick up Hidden upon promotion.



* KnifeNut: Spies use knives, like most any other thief-like class.

to:

* KnifeNut: DeviousDaggers: Spies use knives, like most any other thief-like class.
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* StandardStatusEffects: ''Dazzle'' blinds enemies that are attacked by a Trickster, lowering their Hit and Evade stats.[[/folder]]

to:

* StandardStatusEffects: StatusEffects: ''Dazzle'' blinds enemies that are attacked by a Trickster, lowering their Hit and Evade stats.[[/folder]]

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None


!! Classes



!Other Classes

to:

!Other !!Other Classes

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Trimming unnecessary titles and placing Spy in its own category as it has been removed from the main handbook.


!!Trainee Classes



!!Archer



!!Ascetic



!!Bandit



!!Bard



!![=Butler/Maid=]



!!Cavalier



!!Dancer



!!Fencer



!!Fighter



!!Hunter



!!Knight



!!Lord



!!Mage



!!Mercenary



!![=Monk/Nun=]



!!Myrmidon



!!Necromancer



!!Nomad



!!Pegasus Rider



!!Pirate



!![=Priest/Sister=]



!!Scavenger



!!Shaman



!!Scholar



!!Soldier



[[folder: Spy]]
!!Spy
Masters of espionage and information brokering, Spies use both bow and dagger to fight, but prefer the company of the shadows. They can promote to the '''Assassin''' or the '''Master Spy''' classes.

-> '''Major Characters of this class and class line''': Ismo (''Final Hour 2''), Kane (''Mortal Transgressions'')

* ArcherArchetype: Spies and their promotions have access to Bows.
* CriticalHitClass: Spies have ''Vital Strike'', allowing them to trade Damage for Critical hit chance. Assassins gain ''Assassinate'', which amplifies the damage done by crits.
* KnifeNut: Spies use knives, like most any other thief-like class.
* MasterOfUnlocking: Spies start with Lockpick, allowing them to open any Door or Chest that starts locked as long as they have a Lockpick.
* MasterPoisoner: Master Spies can use envenomed weapons with ''Trick Up the Sleeve'' to poison enemies, and expungers to force an enemy to take all the poison damage they would have taken at once.
* SmokeOut: With ''Trick Up the Sleeve'', Master Spies can use smoke bombs to avoid a single combat.
* UselessUsefulSpell: ''Trick Up the Sleeve''; Ailments are by their nature this, and Master Spies tend to specialise in inflicting these.[[/folder]]



!!Tactician



!!Thief



!!Trickster



!!Troubadour



!!Wyvern Rider



!!Supplement Classes

to:

!!Supplement !!Supplemental Classes



!!Brawler



-> '''Major Characters of this class and class line''': Keith, Lucifer and Orobas (''Wonderful Blessing'')

to:

-> '''Major Characters of this class and class line''': Keith, Lucifer and Orobas (''Wonderful Blessing'')
Blessing''), Largo and Tomo (''Whereabouts of Drink and Coin'')



!!Jester



!!Laguz



* PantheraAwesome: Cat Laguz, as in the games.[[/folder]]

to:

* PantheraAwesome: Cat Laguz, as in the games.[[/folder]][[/folder]]

!Other Classes
[[folder: Spy]]
Masters of espionage and information brokering, Spies use both bow and dagger to fight, but prefer the company of the shadows. They can promote to the '''Assassin''' or the '''Master Spy''' classes. This class was removed from later versions of the handbook due to being very difficult to balance and play.

-> '''Major Characters of this class and class line''': Ismo (''Final Hour 2''), Kane (''Mortal Transgressions'')

* ArcherArchetype: Spies and their promotions have access to Bows.
* CriticalHitClass: Spies have ''Vital Strike'', allowing them to trade Damage for Critical hit chance. Assassins gain ''Assassinate'', which amplifies the damage done by crits.
* KnifeNut: Spies use knives, like most any other thief-like class.
* MasterOfUnlocking: Spies start with Lockpick, allowing them to open any Door or Chest that starts locked as long as they have a Lockpick.
* MasterPoisoner: Master Spies can use envenomed weapons with ''Trick Up the Sleeve'' to poison enemies, and expungers to force an enemy to take all the poison damage they would have taken at once.
* SmokeOut: With ''Trick Up the Sleeve'', Master Spies can use smoke bombs to avoid a single combat.
* UselessUsefulSpell: ''Trick Up the Sleeve''; Ailments are by their nature this, and Master Spies tend to specialise in inflicting these.[[/folder]]
----

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!!Alchemist (Haspen)
A special class found only in games run by Haspen, Alchemists focus on the creation of potions to heal others, wielding Axe and Staff in unison. They promote to the '''Warlock''' or '''Pharmacist''' classes.

to:

!!Alchemist (Haspen)
A special class found only in games run by Haspen,
Masters of chemistry and potion making, Alchemists focus on the creation of potions to heal others, wielding Axe and Staff in unison. They promote to the '''Warlock''' or '''Pharmacist''' classes.



[[folder: Alchemist (ElfCollaborator)]]
Seekers of immortality and the mastery of magic, Alchemists focus on magic and the usage of potions to heal others, wielding Anima. They promote to the '''Hermeticist''' or '''Polymath''' classes.

-> '''Major Characters of this class and class line''': Lagata (''Whereabouts of Drink and Coin'')

* AlchemyIsMagic: Unlike Haspen's Alchemists, this is played straight, as Alchemists use magic in their search for the Philosopher's Stone. These Alchemists also take more inspiration from real-world alchemy and its esoteric beliefs.
* AnAxeToGrind: Polymaths use Axes as a utility tool.
* BagOfHolding: ''Mastery of Alchemy'' creates one for Hermeticists, but only for healing items.
* CombatMedic: Alchemists and their promotions specialise in the creation of healing items for their allies; Hermeticists can amplify their effects while Polymaths are better at creating them.
* ElementalPowers: Alchemists of all stripes have Anima proficiencies.
* HealingPotion: They specialise in creating such things, like the Nomad Healer and Haspen's version of Alchemists.
* KnifeNut: Hermeticists prefer knives for their choice of utility tool.
* PhilosophersStone: The final goal for Alchemists in lore.
* PoisonedWeapons: The Hermeticist's ''Overdose'' allows them to create these temporarily. [[/folder]]



!!Apothecary
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None


* WhipItGood: One of the signature weapons of the Jester line.

to:

* WhipItGood: One of the signature weapons of the Jester line.
line.[[/folder]]

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