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Fables of Heroes is a turn-based RPG set in the Class Universe. You control four protagonists of different origins as they converge into a party. Fight enemies with various classes that can be unlocked in your adventure, granting them different skills and stats.


Fables Of Heroes contain the following tropes:

    open/close all folders 
    Game Tropes 
  • Boss Bonanza: As part of the puzzle of the final dungeon, Lost Interval has bosses (with an equivalent boss theme "Eden's Gate") that upon defeat unlock classes that are sealed upon entering the dungeon. Of course, you don't have to fight them as they are optional aside from the first one whose purpose is to explain the puzzle element of the dungeon and to make the starting class of the four heroes be shareable with each other.
  • Job System: You have different jobs or classes which you can assign to each character. They can also equip a secondary command based on another class (as well as the Item command) which they have currently learned. The types of command of each class are split into Arts and Magics - the former generally relying on Strength and Constitution attributes while the latter relying on Intelligence and Spirit attributes, as well as the Unclassified ones. Your characters can also equip support skills learned from different jobs as passive traits.
  • Limited Move Arsenal: As stated above, the character can only have two command sets.
  • Point of No Return: Played with. The seemingly last dungeon in the game is called Gravity Well and you are warned to be prepared as there is no turning back once you enter. However, upon reaching its end, you get to your actual destination plus a means to come and go without trekking through the gravitational rift again.
  • Skill Slot System: Two in fact.
    • Command Skills. Your characters can use command skills based on the two commands they have - one from the current class and the other from any other unlocked classes. There's also a separate Item command skill which always occupies the second command skill. So you trade being able to use items with using skills from other classes. The Chemist class has the Item command available and equip a second command. And then there are unique elite classes that have their own set of commands (with the exception of Warmaster, which has no commands and instead you can equip any two learned Commands with that elite class).
    • Support Skills. Your characters can equip up to two support skills from any class. The only thing they need to do is they must learn them first before being able to wear them. The secret Warmaster class can equip three or more.
  • Skill Scores and Perks: Mild case of both.
    • Command Skills and Support Skills are learned by spending skill points, but some skills are locked until you learned certain prerequisite skills (e.g. Magna Heal cannot be learned unless Heal is learned), or if you finished a sidequest for the Secret Art skills.
    • Class Rank goes up after learning certain amount of Command and Support Skills, starting as Novice, then Adept, then Veteran, and finally Master. Going up in ranks adds two Attributes which are active whenever the character is in that class.
  • Spell Levels: Some magics have the prefix "Magna", meaning it has a radial area of effect compared to the prefix-less original with a slight bump in power.
  • Status Effects: Called "Ailments". The good thing about this is that most of them can be afflicted even on bosses (some even required for Puzzle Boss fights) and are generally useful.
    • Universal Poison: Poison gradually damages the HP when the turn of the afflicted comes up, while also weakening the healing to only a quarter than usual. Cured by Antidote.
    • The Paralyzer: Stun makes the character helpless and their turn is skipped when it comes, though the effect is removed afterwards unless cured beforehand. Cured by Awakening.
    • Forced Sleep: Sleep is similar to Stun but doesn't get removed after their turn is skipped. Cured by being damaged, after 3 turns have passed, or by Awakening.
    • Power Nullifier: Silence prevents the use of Command skills. Cured by Ginger Powder.
    • A.I. Roulette Confuse performs random acts during their turn. Cured by being hit or by using Ginger Powder.
    • Time Stands Still Freeze have characters be frozen in time, cannot act at all for a very long time. No item cures it except for the ones mentioned below as it can only be removed by Timespace Magic Reset.
    • Damage-Increasing Debuff: There are stat reductions called Attribute Cuts. Speed reduction is called Delay, while accuracy and critical hit chance reduction fall under Blind. Like Freeze they can be only removed through Reset or by waiting it out.
    • And of course, all of the above except for the last two are cured by certain command skills and the item Panacea. While the last two can be removed by the item White Dust. Full Panacea outright removes even the last two kinds of negative status effects.
  • Status Buff: Called "Boosts". They're not as many as Ailments but they are still useful. They are all removed if the character is KO'd, has Reset cast on them, or a certain amount of time has passed.
    • Attack Reflector: Mirror reflects magic single target and single target area-of-effect magic back to the caster.
    • Auto-Revive: Revival automatically restores a KO'd character. This one is special because it doesn't wear off unless stripped by Reset or the person is knocked out, wherein the effect happens.
    • The Immune: Immunity prevents any ailments from being inflicted on the character.
    • Regenerating Health: Mitosis regenerates HP as the character's turn comes up. Doesn't mitigate Poison as that ailment reduces the recovered HP.
    • Likewise, there are stat buffs called Attribute Enhancements. Speed enhancement is called Accelerate, while accuracy and critical hit chance enhancement are called Sight.
  • Tech Points: Aside from experience points, your four party members earn skill points from defeated foes towards the current job they have.
  • The Very Definitely Final Dungeon: The Lost Interval, although you are allowed to leave the place and return so you wish. Ironically, the penultimate dungeon that leads to that area, Gravity Well, doesn't let you leave until you finish the area.
    Character Tropes 

Protagonists

Tybalt

Nicole

Justin

Sheena

    Class Tropes 
Note: Bolded skills are learned from the start.

Vanguard

Command: Combat Arts
Command Skills: Power Cut, Magic Cut, Armor Cut, Spirit Cut, Sundering Cut, Wave Slash, Aura Slash, Spiral Slash, Counter Slash, Heavy Slash
Support Skills: Sword Mastery, Shield Mastery, Determination, Endurance, Exploit Opening, Rally
Innate Attributes:
Adept: Has Determination. Can equip Heavy Armor.
Veteran: Has Endurance. Can equip Greatswords.
Master: Slash skills deal more damage. Cut skills lasts longer.
Equipment: Swords, Axes, Greatswords (Veteran), Maces, Shields, Medium Armor, Heavy Armor (Adept)

The main physical attacking class of the game. It has no gimmicks - just raw damage output from melee attacks. Their command is called Combat Arts which focus on whittling enemy offense and defense, improving one's offenses, and taking down enemies as fast as possible. This is Tybalt's default class.
  • Carry a Big Stick
  • Counter-Attack: Counter Slash puts the user in a stance. Any time the character is attacked by a physical move during that stance up until the next turn comes in, they will retort with a stronger normal attack.
  • Critical Status Buff: Learns the Determination support skill, which greatly improves stats when HP is critical. Reaching Adept makes this an innate attribute.
  • Heroes Prefer Swords: By default can use swords. It can learn the support skill Sword Mastery to boot, allowing any class to wield swords as long as that skill is equipped. Reaching Veteran also enables them to use Greatswords.
  • Last Chance Hit Point: Learns the Endurance support skill. When equipped, a character survives a fatal blow, physical or magical, with 1 HP remaining. As long as there is more than 1 HP, they will survive the attack. Of course, multi-hit moves bypass this. Also becomes an innate attribute upon becoming Adept.
  • Luckily, My Shield Will Protect Me: Also learns the Shield Mastery support skill to make other classes wear shields.
  • Kick Them While They Are Down: Equipping support skill Exploit Opening makes them deal more damage to enemies with attribute cuts, with 15% for each unique stat being degraded.
  • Knight in Shining Armor: Veteran rank allows them to wear heavy armor.
  • Knightly Sword and Shield
  • Magic Knight:
    • All of their skills gain an elemental attribute when donning an elemental weapon or charged by forge magic.
    • The Heavy Slash skill deals a single massive damage to a single target. However if the character is holding an elemental weapon or is charged with an elemental property, the skill becomes a multi-hit attack that affects a group of enemies with said element.
  • Multi-Melee Master: While not as proficient as the Warmaster class, the Vanguard can still equip most of the stronger melee weapons in the game.
  • Secret Art: Sundering Cut and Rally are locked away in a quest.
  • Spin Attack: Spiral Slash hits enemies surrounding the character.
  • Status Buff: Indirectly. Rally support skill gives the wearer a 15% increase in damage for each unique attribute boost.
  • Status Effects: Their skills generally involve reducing a single enemy's stat. Power Cut reduces physical damage. Magic Cut reduces magical damage. Armor Cut reduces physical defense. Spirit Cut reduces magical defense. Sundering Cut inflicts all four at a single strike.
  • Sword Beam: Wave Slash launches an invisible slash-like horizontal projectile that strikes an enemy and anyone besides them. Aura Slash meanwhile launches an invisible slash-like vertical projectile that hits enemies in a line.

Rogue

Command: Deception Arts
Command Skills: Steal, Shakedown, Swipe, Siphon Health, Siphon Mana, Siphon Force, Knife Throw, Knife Rain, Crosshatch
Support Skills: Knife Mastery, Equip Medium Armor, Initiative, Quick Feet, Attack Again, One for All
Innate Attributes:
Adept: Has Quick Feet. Has a chance to use Shakedown upon attacking.
Veteran: Knife damage increased by 25%. Has a chance to use Steal upon attacking.
Master: Knife damage increased by 25%. Has Attack Again.
Equipment: Knives, Medium Armor

The main speedy class of the game. Thieves are fast-acting characters who often times get multiple turns quickly. But their main asset is their ability to steal things, particularly precious items from certain enemies. Their sticky fingers aren't just for taking knickknacks though, as they can also pluck boosts for themselves, and even drain enemy HP or MP. They also have throwing knives at the ready, just in case. All are part of their Deception Arts command. This is Nicole's default class.
  • Action Initiative: Initiative support skill ensures the wearer the first turn at the beginning of a fight.
  • Blade Enthusiast:
    • They learn the Knife Mastery support skill which allows other classes to equip knives while this skill is set.
    • They also have Knife Throw, Knife Rain and Crosshatch commands which deal damage on certain enemy groups using throwing knives.
    • Veteran rank increases knife damage by 25%. Master rank increases it again by 25%.
  • Escape Battle Technique: Quick Feet support skill ensures successful fleeing for the whole party if the wearer initiates it. Is an innate attribute of Adept rank.
  • Flechette Storm: Comes in three - Knife Throw, which has a straight-line area of effect; Knife Rain, which has a radius-based area of effect; and Crosshatch, which targets a single enemy. All involve tossing plenty of knives without costing MP, instead consuming said throwing knives in the inventory.
  • Fragile Speedster: This class is all about taking turns before the rest and disrupting the flow of combat either by damaging enemies or stealing things right in front of their faces. Most of their skills are also reliant on speed.
  • Hell-Bent for Leather: Aside as the armor choice, they can learn Equip Medium Armor support skill so others can wear that armor class, which are mostly leather-made armor.
  • Just Like Robin Hood: Half of the aspect is applied in the support skill One for All. Drained HP and MP, as well as stolen boosts (!), are distributed throughout allies.
  • Life Drain: Siphon Health, which steals HP from target, calculated by speed difference.
  • Mana Drain: Siphon Mana, which steals MP from target, calculated by speed difference.
  • Secret Art: Needs to do a side-quest to unlock Swipe and One for All.
  • Spam Attack: Attack Again support skill makes the wearer strike again after performing a normal attack. Very useful if normal attacks can trigger something (e.g. healing from each strike). Is an attribute at Master rank.
  • Status-Buff Dispel: Done by Swipe, which steals all boosts from the target, ergo dispelling them.
  • Video Game Stealing:
    • They learn a plethora of stealing moves - Steal which is learned from the start and steals items, Shakedown which steals a set amount of money, and Swipe which steals boosts. And there's Siphon Health and Siphon Mana which steals HP and MP respectively. Siphon Force steals both HP and MP at the same time.
    • Adept rank has a chance of performing Shakedown while attacking, while Veteran rank has a chance of performing Steal while attacking.

Cleric

Command: Divine Magic
Command Skills: Heal, Magna Heal, Refuge, Magna Refuge, Purify, Resonance, True Resonance, Fury, Magna Fury, Clarity, Magna Clarity, Guardian, Magna Guardian, Ward, Magna Ward, Blessing, Holy Light, Magna Light, Mirror, Immunity, Revival, Mitosis
Support Skills: Mace Mastery, Regenerate, Mystic Recovery
Innate Attributes:
Adept: Has Regenerate. Reduce damage from Undead and Demon type enemies.
Veteran: 50% of the attack value of mace is counted as magic power. 50% of the defense value of medium armor is counted as magic defense.
Master: Has Recovery. Increase damage to Undead and Demon type enemies.
Equipment: Rods, Maces, Light Armor, Medium Armor

The main healing class of the game. They can learn a plethora of support magic with their Divine Magic command, and even utilize a few offensive Light elemental spells at their disposal. They're also capable of holding on their own due to their equipment set. This is Justin's default class.
  • Carry a Big Stick: Can also learn Mace Mastery to allow any class to wield maces while equipped with that support skill.
  • Combat Medic: Unlike most games, the cleric is generally based on a traditional build where they can stand along with fighters. They can wreck havoc with their maces, tank with good armor, and provide generous healing to the party. They are handy for taking down Undead and Demon type foes as well.
  • Healing Hands: Learns a bulk of recovery magic.
    • Heal, Magna Heal, Refuge and Magna Refuge. Heal is a modest recovery while Refuge is a big one.
    • Purify removes all ailments aside from stat alterations and Freeze on a single character.
    • Resonance brings back a character from being KO'd. True Resonance brings the character back at full HP.
    • Mystic Recovery support skill improves the healing done by the wearer from magic, which becomes innate for Master rank.
  • Light 'em Up: Holy Light and Magna Light. The first is a single target spell, the second is a radial area-of-effect spell. Both are also decent in dealing damage.
  • Magic Staff
  • Regenerating Health: Aside from Mitosis, there's also the support skill Regenerate. It slowly recovers the wearer's HP per turn pass similar to Mitosis but is permanent and cannot be dispelled, and in fact stacks with Mitosis. Becomes an innate attribute in Adept rank.
  • Robe and Wizard Hat
  • Secret Art: Both Magna Refuge and True Resonance can only be unlocked by doing a side-quest. Annihilation can only be unlocked by clearing an optional boss from an optional dungeon.
  • Status Buff: They come with a plethora of boost-adding spells.
    • Fury and Magna Fury (physical power), Clarity and Magna Clarity (magical power), Guardian and Magna Guardian (physical defense), and Ward and Magna Ward (magical defense). Magna versions affect an area whereas the prefix-less ones affect a single character. There's also Blessing which grants all four status boosts to a single character.
    • Attack Reflector: Mirror adds the Mirror status to the target - it returns any magic targeted to them back at the caster (even area of effect magic gets reflected provided that the main target is the one with Mirror status).
    • Auto-Revive: Revival adds the Revival status to the target - it automatically restores the player that has been KO'd.
    • The Immune: Immunity adds the Immunity status to the target - preventing any ailments or attribute cuts to be inflicted while it's in effect (although existing debuffs aren't removed).
    • Regenerating Health: Mitosis adds the Mitosis status to the target - HP is gradually restored per turn pass.
  • Support Party Member: Their skills generally gravitates towards this, though as noted above one could gear up for offense.

Elementalist

Command: Elemental Magic
Command Skills: Flare, Magna Flare, Eruption, Magna Eruption, Frost, Magna Frost, Sublimate, Magna Sublimate, Gale, Magna Gale, Tornado, Magna Tornado, Spark, Magna Spark, Voltage, Magna Voltage
Support Skills: Rod Mastery, Equip Light Armor, Mana Strike, Exploit Weakness, Boost MP
Innate Attributes:
Adept: Has Mana Strike. Normal attacks are classified as magic attacks.
Veteran: Light armor defense and magic defense value are raised by 50%.
Master: Has Exploit Weakness. Has Boost MP.
Equipment: Rods, Light Armor

The main magic class of the game. They learn the earliest offensive elemental magic available under the Elemental Magic command, containing Fire, Ice, Wind, and Lightning. A straightforward but effective class, one could pretty much rely at least on the command or the class itself for hefty magical offense. Elementalists can equip staves and can wear light armor. This is Sheena's default class.
  • Attack Its Weak Point: Can learn the support skill Exploit Weakness. When equipped, the character deals an additional 50% more damage on elemental weakness rather than the standard double damage. Becomes an innate attribute in Master rank.
  • Elemental Powers: And how!
  • Glass Cannon: They carry powerful spells sure, but unlike their Cleric counterpart, they have lower HP and poorer physical defenses due to being limited to light armor.
  • Magic Staff: Learns Rod Mastery so non-rod users can wear them when the support skill is equipped.
  • Mana Meter: Learns the support skill Boost MP which raises the wearer's max MP by 75%, and is an innate attribute at Master rank.
  • Regenerating Mana: Mana Strike support skill restores MP to the wearer whenever they perform a normal attack. Is an attribute in Adept rank.
  • Robe and Wizard Hat: Also learns Equip Light Armor support skill so other classes can wear them.
  • Secret Art: All high tier Magna spells need to be unlocked with from a side-quest.
  • Squishy Wizard: Has a very strict, limited gear that makes them fragile for all their powerful spells.

Ranger

Command: Hunting Arts
Command Skills: Flash Strike, Venom Strike, Cranial Strike, Sealing Strike, Drowsing Strike, Fatal Strike, Erasing Strike, Pushback Strike, Flurry, Analyze, Magna Analyze, Sight, Magna Sight
Support Skills: Critical Boost, Critical Defense, Thrill of the Hunt, Rifle Mastery, Follow Through, Spoils Search
Innate Attributes:
Adept: Has Critical Defense. Flash Strike can also cause Stun.
Veteran: Has Spoils Search. Normal attack has a chance of granting Sight for one turn.
Master: Has Thrill of the Hunt. Innate critical damage becomes 100%.
Equipment: Rifles, Medium Armor

Rangers have an innate critical damage increase, doing 25% more damage (becoming 100% at Master rank). It also stacks with boost from Sight and Critical Boost. This means they relies on landing critical hits as much as possible. Part of their skillset is Hunting Arts, which contain moves that cripple enemies and can even disrupt the flow of the fight by stripping boosts and pushing back enemy turn. Rangers can wear Rifles and Medium Armor.


  • Combatant Cooldown System: Pushback Strike forces a target to be moved back a few turns. This also causes the Ranger to be on a long cooldown.
  • Combination Attack: Can learn the support skill Follow Through. Anyone equipped with it has a chance of following up an ally's attack. Normal attacks have a higher chance of being followed.
  • Critical Hit Class: Relies on landing critical hits to deal massive damage. Thankfully the class has many ways to increase the opportunity to land crits.
    • They can learn Critical Boost, which increases critical damage by 50%. This stacks with the innate critical damage boost the Ranger has.
    • They can also learn Critical Defense, which reduces critical damage by 50%. Becomes innate for Adept rank.
  • Dispel Magic: Erasing Strike deals damage while stripping magical effects on the target.
  • Enemy Scan: Learns Analyze and Magna Analyze, which scans an enemy or a group of enemies to reveal their stats and resistances. This is actually a requirement for the bestiary to be completed, and the good thing is that a monster only needs to be analyzed once.
  • Forest Ranger
  • The Gunslinger: To wit, they can also learn Rifle Mastery.
  • Improbable Aiming Skills: An interpretation of some of their Hunting Arts is that they can hit specific vital points to inflict afflictions. It is also why they have a high critical rate and why they deal more critical damage.
  • Hunter Trapper: Some of their skills reflect that, in particular obtaining rare items.
  • Random Drop Booster: Spoils Search raises the chance of rare items to drop from slain enemies.
  • Status Buff: Is the only class that can cast Sight and Magna Sight, a boost that increases hit rate and critical chance. On Veteran rank, the Ranger has a chance of getting a one-turn Sight boost.
  • Status Effects: A bulk of the Hunting Arts skills is inflicting abnormal status to the enemy while performing an attack.

Templar

Judgment Arts

Chemist

Command: Brew
Brew Ingredients: Powder, Membrane, Fiber, Solvent, Capsule, Herbs, Extracts, Berries, Reactants, Fruits
Support Skills: Quick Medicine, Pitching Arm, Tool Mastery, Recycle
Innate Attributes:
Adept: Has Pitching Arm.
Veteran: Has Recycle.
Master: Has Tool Mastery. Ingredients have a chance not to be consumed.
Equipment: Rifles, Knives, Medium Armor

Chemists have two unique things going for them. First, they always have the Item command available, freeing them to pick any secondary command. Second, rather than learning skills, Brew instead has ingredient types. There are two types of ingredients - the base and the component. Bases affect the magnitude and target of the brew, while components tell the effects of the brew. This means they are not burdened by MP cost when it comes to their skills, and can turn tides for healing and even damage.

Witch

Command: Hex Magic
Command Skills: Darkness, Toxify, Suppress, Slumber, Numb, Misfortune, Dark Pact, Magna Pact, Life Drain, Mind Drain, Enfeeble, Consume Boosts, Consume Ailments, Reversal, Magna Reversal, Deteriorate, Magna Deteriorate, Soul Void, Heat Haze
Support Skills: Mana Feast, Resistance, Exploit Ailment
Innate Attributes:
Adept: Has Resistance. Receive less damage from enemies with ailments.
Veteran: Normal attacks with knives inflict Poison. Normal attacks with rods inflict Blind.
Master: Has Exploit Ailment.
Equipment: Rods, Knives, Light Armor, Medium Armor

Class focused on inflicting ailments at a large group and taking advantage at afflicted enemies. Hex Magic disrupts enemy advantage, even to things like elemental resistance. Also has access to Dark elemental magic. Very useful, as only few enemies have plenty of ailment resistance and more of than not, inflicting Darkness on enemies can be beneficial.
  • Casting a Shadow: Dark Pact and Magna Pact. One is single target and the other is area-of-effect.
  • Plaguemaster: Witches delight in spreading ailments while at the same time gaining a major advantage over them.
  • Status Effects: This class involves inflicting a lot of them on groups of foes.
    • Darkness inflicts Blind.
    • Toxify inflicts Poison.
    • Suppress inflicts Silence.
    • Slumber inflicts Sleep.
    • Numb inflicts Stun.
    • Misfortune inflicts all of those at a single target.

Monk

Aura Arts

Chronomancer

Command: Timespace Magic
Command Skills: Accelerate, Magna Accelerate, Delay, Magna Delay, Freeze, Magna Freeze, Reset, Magna Reset, Rewind, Time Lapse, Spatial Squeeze, Magna Squeeze, Spatial Surge, Void
Support Skills: Paradox Free, Timeless, Emergency Action, Reset Bias, Meditation
Innate Attributes:
Adept: Has Paradox Free. HP recovery grants minor MP recovery while MP-only recovery is improved.
Veteran: Has Meditation. Immune to spatial magics.
Master: Has Timeless. Has Reset Bias.
Equipment: Rods, Swords, Shields, Light Armor

This magician is skilled in controlling time and space. Timespace Magic command contains skills that can alter the flow of time and weave the fabric of space, in particular is controlling the rhythm of the battle. While their main function is speeding up allies and slowing down enemies, they can also freeze foes, strip boosts, and even do an occasional healing. Chronomancers can equip staves and swords, and can wear light armor.
  • Critical Status Buff: Emergency Action support skill immediately cuts the wearer into the next turn when they are damaged into critical state.
  • Dispel Magic:
    • Reset and Magna Reset remove boosts on a target, as well as stat reduction and Freeze ailments.
    • By equipping support skill Reset Bias, any dispelling actions will only remove negative effects on allies and positive effects on enemies. Becomes an attribute for Master Rank.
  • Healing Hands: Rewind has some moderate healing effect on a single target. However, if the target has Accelerate, Delay or Freeze, the HP recovered is more than that of Holy Hands.
  • Heroes Prefer Swords
  • Jack of All Stats: It is the most rounded of all the early magic classes. With proper gearing they can even do a mix of physical and magical skillset.
  • Luckily, My Shield Will Protect Me
  • Magic Knight: A sword-wielding Chronomancer might be strange, but do note that certain combination of skills can make the damage output of the class very big. The key to this is learning Paradox Free and casting Delay on enemies. There's even this elusive Clock Saber that has middling power but has a high chance of inflicting Delay on whoever it strikes.
  • Magic Staff
  • Regenerating Mana:
    • Adept rank grants additional MP recovery when HP is recovered, while bolstering MP-only recovery.
    • Support skill Meditation lets them recover MP per turn pass. Becomes an innate skill in Veteran rank.
    • Master rank makes them recover MP along with HP gradually.
  • Secret Art: Magna Freeze and Emergency Action are unlockable after completing a side-quest.
  • Space Master: Half of its magic.
    • One-Hit KO: Void sucks out the opponent from the field.
    • Percent Damage Attack: Spatial Squeeze and Magna Squeeze deal 25% current HP damage to single target and group of targets respectively. Spatial Surge deal 50% current HP damage to a single target. Certain enemies tend to be immune from it.
    • By reaching Veteran rank, Chronomancers are immune from spatial magics.
  • Support Party Member: Most of the Timespace Magic are for boosting allies or debuffing enemies with few options for damage.
  • Time Master: The other half of its magic.
    • Accelerate and Magna Accelerate for speeding up. Delay and Magna Delay for slowing down. Freeze for stopping an enemy to their tracks, as well as the group target hidden skill Magna Freeze.
    • The class has a couple of spells that have increased effect on targets with Accelerate, Delay or Freeze. Rewind has increased healing and Time Lapse, a non-elemental magic attack, has an increased damage.
    • Paradox Free support skill increases the damage done on enemies affected with Accelerate, Delay, or Freeze, while at the same time receives less damage from enemies who are under those effects as well. Becomes an innate attribute of Adept rank.
    • Timeless support skill extends the length of stat boosts they give to the party including themselves and the stat cuts they give to enemies. Becomes an innate attribute of Master rank.

Summoner

Command: Summon
Command Skills: Tonati, Skowl, Tatoskur, Ketzall, Lunaria, Chaos, Exkaiser, Monoeye, Vibrance, Solidarity, Miracle, Tiempo, Ringmaster, Phoenix
Support Skills: MP Save, Mana Defense, Mana Well
Innate Attributes:
Adept: Has Mana Well. Can equip Swords.
Veteran: Can equip Shields. Increase total MP by 50%.
Master: Has MP Save. Increase Summon penetration to 50%.
Equipment: Rods, Swords (Adept), Shields (Veteran), Light Armor

By contacting supernatural beings from beyond the mortal plane, the summoner uses Summon. They manifest this great magic into the physical realm by projecting an image of these beings before unleashing them into the fight. Summon is great for delivering raw magic damage, in fact one of the highest damage-dealing classes in the game, but they can be a bit on the slow side. They have poor defenses not helped by their choice of armor, however they have a high amount of health and mana.
  • Auto-Revive: Gift for the Millennia from Phoenix revives downed allies while granting Revival to allies who are still standing up... seemingly from giving a muscle show. Enemies are also damaged with non-elemental magic.
  • Elemental Powers: A bulk of the summons deal specific elemental damage.
  • Fantastic Nuke: Summon is practically this. To wit, they hit all enemies (or allies), ignores Mirror, has a bonus damage to weaknesses (250% rather than 200%, and Exploit Weakness brings it up to 300%), and has "magic penetration" (rather than counting for full magic defense, only 75% total of the magic defense is calculated).
  • Healing Hands: Boundless Vigor from Vibrance heals all allies, clears attribute cuts, and removes abnormal status.
  • Heroes Prefer Swords: Can equip swords upon attaining Adept rank.
  • Luckily, My Shield Will Protect Me: Can equip shields upon reaching Veteran rank.
  • Mighty Glacier: Surprisingly enough, the class has a high HP rating. While their physical defenses are subpar, they can take some good beating. And they have stellar magical defenses, making them good magic tanks. They can also transfer some of their damage to MP with Mana Defense, making them even reliable.
  • Magic Staff
  • Mana Meter: By reaching Veteran rank, the base MP is increased by 50%.
  • Mana Shield: Learns Mana Defense, which cuts the damage received to 75%, then turns the remaining 25% into MP damage, with 1MP per 3HP.
  • One-Hit Kill: Ringmaster has Bell Tolls, an apt name (Ringmaster is a literal bell) where Ringmaster rings an eerie bell clang, which has a chance to instantly kill all enemies.
  • Percent Damage Attack: Space Compression from Monoeye deals 50% current HP damage to all enemies. Just like the Timespace Magic equivalent, some enemies are immune from this.
  • Reduced Mana Cost: Has a support skill aptly named MP Save which reduces MP consumption by half. At Master rank, it becomes an innate attribute.
  • Robe and Wizard Hat
  • Regenerating Mana: Mana Well turns 10% of the HP damage received into MP, effectively using it as a refill for their summoning. Becomes an innate attribute in Adept rank.
  • Secret Art: Summoning Tiempo, Ringmaster and Phoenix requires a side-quest.
  • Status Buff:
    • Solidarity casts Rousing Warcry, granting all attribute boosts (except for speed) to all allies.
    • Miracle casts Ultra Polish, giving all allies Mirror.
  • Summon Magic
  • Time Master: Temporal Chorus from Tiempo grants Acceleration to all allies, while also granting Delay and a chance of Freeze to all enemies.

Dreadnaught

Dread Arts

Battlemage

Command: Forge Magic
Command Skills: Element Bolt, Element Blast, Element Fury, Conduit Fire, Conduit Ice, Conduit Lightning, Conduit Wind, Conduit Light, Conduit Dark, Conduit Shield, Conduit Explosion, Magna Conduit
Support Skills: Dual Wield, Synchronize, Absorb MP
Innate Attributes:
Adept: Can equip Swords and Rods.
Veteran: Has Synchronize. Can equip Light Armor.
Master: Has Absorb MP. Immunity from elements are treated as HP absorption.
Equipment: Maces, Axes, Swords (Adept), Rods (Adept), Light Armor (Veteran), Heavy Armor

Battlemages are mystic knights. Rather than directly hurling magic like that of an Elementalist, they instead fuse them into their weapons using Forge Magic. Those who are versed in channeling elements can even create a defensive barrier or make the elements erupt from their arms. They are also strong and resilient, able to wield two weapons at once while wearing tough armor. If there's an elemental weakness needed to be exploit without being squishy, this is the class to go. Wields maces and axes, and later swords. Wears heavy armor.
  • Carry a Big Stick
  • Dual Wielding: Wears two weapons on hand, doubling their damage output. They can also learn the support skill Dual Wield so other classes can dual wield. When dual wielding, the Element attacks and Conduit Eruption strike twice!
  • Elemental Barrier: Conduit Shield grants temporary elemental immunity to an ally based on their current conduit element, or if none, the element of their weapon.
  • Elemental Powers: They can only fuse elements to weapons. With that said they can manipulate the elements imbued in said weapons for magic. Element Bolt is a single target magic attack, Element Blast is a straight line area-of-effect magic attack, and Element Fury is a radial area-of-effect magic attack. Conduit Eruption is a powerful single target magic but uses up the fused element from the weapon.
    • Normally, an element must be forged into the Battlemage's weapon to be able to use them, but if their weapons already have an attached element, they can perform them without needing. Note that a non-elemental weapon won't fire off an Element attack, so if only one of weapon of a dual wield combo has an element, it will only strike once.
  • Heroes Prefer Swords: Reach Adept rank to enable them to wear Swords.
  • Knight in Shining Armor
  • Magic Staff: Adept rank lets them use Rods.
  • Mighty Glacier: Their drawback is their slow start. The trick usually is giving them speed-boosting gear or skills that grant Action Initiative.
  • Magic Knight: Their main gimmick. Their equipment are typically like that of a knight, but their skillset are magic-based.
    • While they have high STR stat, their INT is no joke as well, making Magic commands as their second skill useful. Fitting as the damage done by their elemental attacks are based on multipliers on both stats.
    • They can also learn the support skill Synchronize, which forces the use of either physical or magical defense for calculating damage, whichever is the weakest of the target. It becomes an innate attribute as well upon reaching Veteran rank.
  • Regenerating Mana: Equipping the Absorb MP support skill lets the user also gain MP when receiving an elemental damage they are immune or absorbing HP from. Becomes a passive in Master rank.
  • Robe and Wizard Hat: Upon reaching Veteran rank, they can wear Light Armor.
  • Secret Art: Element Fury and Conduit Explosion are unlocked via side-quest.
  • Spell Blade: Conduit Fire, Conduit Ice, Conduit Lightning, Conduit Wind, Conduit Light, and Conduit Dark grant a single ally's weapon their respective element, overwriting any current element the weapon has (e.g. a sword with an attached Fire element that gets affected by Conduit Ice deals Ice damage). Magna Conduit resets the timer of an ally's conduit element while simultaneously grants nearby allies the same conduit element and shielding.

Runemeister

Command: Rune Magic
Command Skills: Animate, Magna Animate, Exorcise, Rune of Harming, Rune of Soothing, Rune of Fonts, Rune of Purity, Rune of Conflagration, Rune of Hypothermia, Rune of Asphyxiation, Rune of Electrocution, Rune of Halation, Rune of Abyss, Rune of Heroism, Rune of Barriers, Rune of Impacts, Rune of Proboscis, Rune of Rancor
Support Skills:
Innate Attributes:
Adept: Can equip Maces.
Veteran: Can equip Heavy Armor.
Master:
Equipment: Rods, Axes, Maces (Adept), Light Armor, Heavy Armor (Veteran)

Runemeisters are a technical class. They use Rune Magic to imprint runes on enemies and allies. Rune imprinting is a unique mechanic where runes are placed onto a character. They have a minor effect when imprinted, with a persisting effect that doesn't actually fade away. They cannot be removed by Reset, as only another Runemeister can remove it via Exorcise (which dispels all the runes) or Animate/Magna Animate (which triggers all the effects of the runes, with Magna turning it into an area of effect). Up to five runes can be imprinted to a character. They are a bit complicated to use but once mastered they can change the tides of the fight.
  • Difficult, but Awesome: Using runes on enemies and allies can be daunting, but when mastered they can provide powerful boons to allies (like having an unstrippable boosts) while crippling enemies with damaging attacks.

Bard

Play

Sage

Command: Twincast and Recast
Command Skills: Twincast Divine Magic, Twincast Elemental Magic, Twincast Timespace Magic, Twincast Hex Magic, Twincast Forge Magic, Twincast Rune Magic, Recast Divine Magic, Recast Elemental Magic, Recast Timespace Magic, Recast Hex Magic, Recast Forge Magic, Recast Rune Magic
Support Skills: Magna Boost, Repel Reset, Zero Cost, Emergency MP
Innate Attributes:
Adept: Twincast in the same school deals bonus damage. Recast has 25% magic penetration.
Veteran: Has Repel Reset and Magna Boost.
Master: Twincast only consumes the highest MP cost. Recast only consumes MP once.
Equipment: Rods, Light Armor

Mnemonic

Command: Recall
Command Skills: Add Memory Slot (x9), Forget Memory, Forget All, Concentrate
Support Skills: Mirror Start, Mitosis Start, Revival Start, Immunity Start, Accelerate Start
Innate Attributes:
Adept: Boosts are not lost when revived from KO.
Veteran: Restore MP when using Recall with half of the MP cost.
Master: Self-cast magics are stored into memory.
Equipment: Rods, Light Armor

One of the secret optional classes. The Mnemonic is a strange mage-type class. Rather than learning skills, they instead remember any magic attacks used in battle, both by allies or enemies (and even their own once they become Master). And by using Recall, they can recast the same magic without consuming MP at the cost of erasing the magic from their memories. All the magic they memorized are carried over to future battles as long as they're not used, and they can learn more "memory slots". They can also forget them without casting the spell and even make a fresh slate of themselves by erasing all of their stored magic memories, as they cannot store new magic without having a free slot. While devastating at the right hands, they are the squishy type.


  • Glass Cannon: The class has one of the lowest HP percentages in the game but has one of the highest Intelligence stat to compensate.
  • Limited Move Arsenal: The Mnemonic can only store magic when there are free slots available. The class itself starts with only 1 Memory Slot and can learn up to 9 more. Otherwise, they must use the stored magic or perform Forget Memory which removes one existing stored magic of their choice, or Forget All which removes all stored magic.
  • Magic Staff
  • Power Copying: The mechanics of this class involves seeing a magic being cast and memorizing it for use later. Using said magic immediately discards it, but the process doesn't consume MP at all. Master rank Mnemonics can even store magic they themselves cast normally.
  • Regenerating Mana: At Veteran rank, whenever a magic is Recalled, its supposed MP cost (as Recalling doesn't cost MP) instead restores the Mnemonic's MP by half its original cost.
  • Robe and Wizard Hat: Although the hat is replaced with an academic cap.
  • Squishy Wizard: And how!
  • Status Buff:
    • Concentrate makes the Mnemonic focus, and the next Recall spell deals double damage and ignores Mirror.
    • Learns various Boost Start support skills. By equipping them, the character starts a battle with the boost active!

Warmaster

One of the secret optional classes. The Warmaster is a general of warfare who has mastered every form of combat. Thus, they can equip any weapon, any armor, any headgear, and any accessory. They have no natural commands - instead they can equip two commands of other jobs and Item. What is also different is that rather than learning command skills, they instead learn passive skills usually associated with ranking up the class. Going up in ranks, instead, adds additional support skill slots for that class, starting at three and at Master level with six!


  • Magic Knight: Despite seemingly fit for physical fighting, the Warmaster actually has relatively high magic-related stats. Learning Focal Point passive skill which boosts magic damage when holding a staff and turns normal attacks into "magic-type" attacks, as well as the Heavenly Cloth passive skill which greatly increases base MP and magic defenses when wearing light armor, and you get yourself a powerful magician whose outfit looks like a clothed armor.
  • Lightning Bruiser: A very powerful class with high base stats and allows any equipment to be worn, capable of having two commands at your disposal, and having three support skills (six as a Master!) instead of two. You just have to unlock it with a potentially difficult side quest and learning its passive skills can be a bit too much.

Astronomer

Cosmic Arts

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