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Rules

Battles

The Gamemaster will roll a twenty-sided die to determine the success rate of the actions that the players wish to take. If they wish to attack, then two dice are rolled, the twenty-sided die to determine if the attack succeeds and a six-sided die to determine the damage of the attack. Attacks deal damage dependent on the Attack or Magic Attack stat of the player the die is currently being rolled for, with the Attack formula working as follows:

Attack Formula

  • If Attack is higher than or equal to Defense

D6*(Attack - Defense) + Attack Rating

  • If Defense is higher than Attack

(7 - D6) * (Attack - Defense) + Attack Rating

Any buffs to the player's Attack or Magic Attack will be factored in before the division by two is executed. Players can only have a single given stat buffed once during a turn; buffs can stack but must be applied on different turns; however debuffs can stack on the same turn. Stat increases will wear off after three turns unless they are the result of a passive Skill, in which case they will remain until the requirements for the skill's activation are no longer met; the same applies to debuffs. Some classes or weapons have advantages over others; for example, bows and arrows will deal bonus damage against flying enemies or classes such as Pegasus Knights; some light magic spells will deal bonus damage to undead creatures or users of Death Magic. Bonus damage ignores defense/magic defense. To factor in bonus damage, use this formula:

Bonus Damage Formula

Player's (Magic)Attack Stat-3*Number Rolled on 6-sided die

An enemy or player will hit with their attack so long as the success roll is above 6, though the number can be increased or decreased if the enemy or player has certain kinds of debuffs or if the enemy or player they are attacking has a certain Agility value. If Agility is higher than 12, then a 10 or higher must be rolled to hit. Lower than 8, and a 2 or higher must be rolled. Higher than 16 and a 14 or higher must be rolled, and Agility higher than 20 must roll an 18 or higher to hit.

This is all just for sake of context; it may be confusing to some, but fortunately, only the Gamemaster has to worry about the formulas and such; players can simply sit back and see if their actions succeed or fail and to what extent.

Speaking of success, if the 20-sided die has rolled a 1 it is a critical failure and the player that attempted the action the die was rolled for will end up harming themselves or even allies. If the 20-sided die rolled a 20 it is a critical success and the action will work out way better than anyone could have imagined; if a critical success is rolled when the player is attempting an attack, then the attack hits without fail and will be a critical hit, ignoring enemy buffs, skills, and defenses and following this formula:

Critical Hit Formula

D6*(Attack) + Attack Rating

Skills and Spells

Skills and Spells can be used so long as the user has sufficient MP; certain Skills and Spells require a certain amount of MP to use. Some spells and Skills do not require MP to be make use of them. Skills can not critical hit or critical fail, only fail (miss) or succeed (hit), with the exception of Aether, which can critical hit if a 20 is rolled. Passive Skills will activate automatically upon certain requirements being met. If a Skill is an offensive maneuver that directly attacks an enemy or enemies, use the Critical Hit formula to calculate damage.

At the start of the game, players pick one of their seven class Skills and one of their seven subclass Skills to start out with, and will earn the other Skills every few levels until they have learned them all. Levelling up is achieved by gaining experience.

Experience/Levels

Experience is gained whenever a battle ends in a victory for the players or when a certain player does a specific, special action. Players level up after they gain 100 experience points. After a battle, all players who did not die during the battle get 100 experience. When a certain player does a specific, special action, they gain however much experience the Gamemaster sees fit in exchange for accomplishing the action so long as it is below 90 experience.

Status Ailments

Status ailments are special statuses that can be inflicted using some Skills or magic spells. There are 9 status ailments: Sleep, where the victim is forced to sleep for four turns, leaving them open to attack. Daze, where the victim is dizzied or stunned and cannot move but can attack for three turns. Paralysis, where the victim is paralyzed for two turns and cannot move or attack. Poisoned, where the victim can move and attack normally but will take 20 damage at the start of each turn for three turns. Frozen, where the victim cannot move or use physical attacks and takes 12 damage at the start of each turn for two turns. Blinded, where the victim will miss with attacks for three turns. Silenced, where the victim cannot use magic spells for two turns. Petrified, where the victim cannot move or attack for three turns. Berserked, where the victim uncontrollably attacks their allies.

Items

There are many items that can be obtained in campaigns and held in a character's inventory. They vary in use and even items that seem useless can be valuable in the right situation.

Food items in particular are very useful, as they heal back a bit of health for the player that eats it when consumed; they do not heal as much as a healing spell does, but can still make a difference. The amount healed back depends on the healthiness of the food eaten, for example, eating a carrot or apple will heal back more health than a slice of cake or mug of ale. If the party lacks a support unit, healing unit, or character that knows healing magic, eating food regularly between battles can help to ensure that players do not find themselves at critical health.

Cities and Towns

When in a city, town, village, or other settlement, players are able to view shops that are available in those settlements. The entire party will go to each shop in order and may buy or sell items as they please, so long as they have enough gold. Armories will hold armor, shields, and physical weaponry. Magic Shops sell magical weapons, tomes, and magic trinkets. General stores sell food and some useful items. Archery ranges sell bows, quivers, and arrows. Inns and restaurants serve dishes that can be eaten to heal the party, though inns also provide rooms for the party to spend the night in and restore themselves to full health. Chapels will revive fallen party members. There may be other shops not listed here that hold useful items as well.

Conclusion

That's just about all of the rules, though there is one more: players can have their characters do lots of things, but they are not god-like or possess unlimited power, so don't say anything like, "I kill the enemy and/or all of the enemies." or something along those lines. Instead say "I attack the enemy and/or some enemies." This is just an example, you'll be doing more than just fighting enemies in this game, rest assured.

Stats

Stamina: The health of a single unit; when it reaches 0, they are unable to assist in battles until they are revived.

Attack: The attack power of a single unit; affects amount of damage they deal to enemies.

Defense: The defense of a single unit; affects the amount of damage they take from enemy attacks.

Agility: The agility of a single unit; affects the likelihood that they will dodge an enemy attack; also affects the order in which players take turns, with faster characters acting first.

Magical Attack: The magical attack of a single unit; affects the damage they deal to enemies when using magic spells; strangely enough this also affects the power of support spells.

Magical Defense: The magical defense of a single unit; affects the amount of damage they take from enemy magic spells.

Courage: The courage of a single unit; affects how certain Skills or Spells impact the unit.

Races

The world of TnT is inhabited by many different races; when creating your character, you must select a race for your character. Certain races may grant you special abilities or weapon proficiencies.

Human

A race that tends to reside in cities or towns, creating settlements in which their society thrives. Humans are capable of learning magic and though do not possess special abilities, they do have proficiency with a great many weapons.

Elves

A race with affinity for the bow and sword, they are typically forces for good that inhabit the forests. Elves are also able to learn magic, and come with some natural magic abilities as well as incredibly keen hearing.

Keen Hearing: The Elf has sharp hearing; the player can receive more detailed information about sounds if they ask. Passive

Cloak of the Forest: The Elf dons a magic cloak that makes them appear as a tree or bush. The disguise is dispelled if the Elf moves, attacks, or uses a spell. The disguise is able to be seen through by others using spells or skills that allow them to see through magic or illusions, or by those with particularly excellent tracking skills. TP Cost: 7

Magic Rope: The Elf uses a magical rope to bind a target; a target that struggles against the rope will take damage. The rope can only bind one target at a time, but will be unable to break free as long as the user keeps a hand on the rope. The rope cannot be broken by any spell or weapon. TP Cost: 7

Dreiks

A race of draconic beings, they are fierce combatants and typically make for loyal and dependable allies. They possess a natural ability to fly and breathe elemental magics. They tend to use their dragon breath as well as their claws and fangs in battle, but are able to wield weapons nonetheless. Dreiks are unable to learn magic.

Elemental Breath: The Dreik can breathe one of the following elements: Fire, Ice, Poison, or Electricity; they can attack enemies with this or use it on other objects if they so choose. TP Cost: 0

Dragon Tongue: The Dreik can speak and read ancient dragon languages fluently. Passive

Dragon Scales: The Dreik takes halved damage from blunt weapons like clubs, and from falling damage. Passive

Dwarves

A race of diminutive stature, dwarves tend to reside in mountains or caverns and are exceptionally good at mining and tinkering. They prefer axes and hammers for combat, and can also learn magic. They can read and speak the Dwarvish language and are able to use their skills in crafting to create helpful items.

Mining: The Dwarf can mine for materials in caves, mountains, and underground locations. Passive

Dwarvish Tongue: The Dwarf can speak or read Dwarvish. Passive

Mithril: The Dwarf crafts and dons mithril armor to vastly increase their Defense and Agility temporarily. TP Cost: 30, Defense+8, Agility+6

Fae

A race of small, forest-dwelling beings that enjoy assisting weary travelers or playing pranks on people, depending on their mood. They have difficulty wielding heavier weapons, and so prefer to use knives and magic. Bonus MP: 15, MP Growth+2

Teeny Stature: The Fae's small size allows them to access areas others cannot and even go unnoticed by enemies more easily; they can fit into a mouse hole with relative ease, and will not be as readily targeted by enemies with a Courage stat lower than 10. Passive

Elf-Lock: The Fae casts a special spell on themselves that keeps their stats from being lowered by enemy magic or Skills. The spell lasts until the end of combat, when it will automatically wear off. TP Cost: 10

Pixie Dust: The Fae sprinkles pixie dust on an ally, making them more lightweight and causing them to float a few inches off the ground; those effected can achieve temporary flight for five minutes at a maximum height of ten feet above the ground. TP Cost: 10

Shiftling

A race of elf-like beings that can switch between a humanoid form and an animal form, with their stats changing between forms; has overall average stats, with the stats fluctuating depending on the type of animal they transform into. Shiftlings are capable of using magic when in their humanoid form but not their animal form.

Form Change: The Korokne changes between their human and/or animal form. Passive

Animal Talk: The Korokne can speak to animals when in animal form. Passive

Animal Instinct: When in animal form the Korokne can use instincts depending on the type of animal they can change into. Such instincts can allow them to easily find food or shelter, detect threats, or find paths in biomes they are accustomed to. Passive

Genie

A race of magical beings capable of granting wishes; they tend to reside inside of magical artifacts. They are able to learn magic. Bonus MP: 20, MP Growth+1

Phenomenal Power: Raises the Genie's Magic Attack to 20 but sets their Agility to 1. Roll: 10

Misfortune: When rolling for the success of an action, if the Genie rolls a 13, they will cause an unfortunate event to befall an enemy in addition to the effects of their action. Passive

Magic Mist: The Genie releases a magic mist from their lamp that surrounds a target and prevents them from speaking. Roll: 4

Demon

A race of demonic beings, they reside in the underworld, or sometimes in regions that are inhospitable to other races such as volcanic areas. They prefer scimitars and tridents in battle and are capable of learning magic, being proficient in fire magic. Demons are typically forces of evil. Bonus MP: 20, MP Growth+1

Demonic Presence: The mere presence of the demon has a chance of intimidating or frightening enemies; an enemy with a health value lower than 50 will attempt to flee, while others effected will suffer a reduction in Defense. Passive, Enemy Defense-3

Home Sweet Home: Demons are immune to damage from attacks utilizing the element of Fire. Passive

Malediction: The Demon casts a curse that causes its target to speak only in lies or opposites from their actual intended words. Roll: 8

Angel

A race of angelic beings, they reside in the heavens or in sacred places. They are proficient with the bow and spear, and are capable of learning magic, being proficient in light magic. They possess wings that allow them to take flight, and are typically forces of good. Bonus MP: 20, MP Growth+1

Angelic Presence: The mere presence of the angel has a chance of soothing or inspiring allies; allies have a chance to be cured of petrification, berserk, or fear; neutral characters can also be calmed of panic, fear, anger, or mania. Passive

Gabriel's Message: The angel can send a verbal message anywhere in the world; the message will only be heard by its intended target unless certain spells are used to detect it. Passive

Purification: The angel can remove evil or curses from an object. Roll: 6

Goblin

A race of humanoid creatures that typically inhabit caverns. They have proficiency with crossbows and clubs and are able to learn magic. Goblins are naturally good at climbing and seeing in the dark.

Night Vision: The Goblin can see in the darkness of night or in dark places such as underground. Passive

Cunning: The Goblin is an excellent liar; their lies have a higher chance of being believed by others. Passive, Success Roll+6 when lying/bluffing

Nuisance: The Goblin can taunt a target to irritate or provoke them; can cause a person to become angry or cause an enemy to target the Goblin. Roll: 7

Classes

Guardian

A Support class wielding a large shield that wears heavy armor; has very high Defense but low Agility and Attack. Protects the rest of the party using Skills and some Spells.

Base MP: 40

MP Growth: 4

Base TP: 30

TP Growth: 5

Skills:

Dual Guard: The Guardian duplicates their shield, doubling their own Defense stat. The second shield will vanish after one hour.* TP Cost: 30, Player Defense*2

Impenetrable: The Guardian grants immunity to physical and magical damage to one ally for a brief period of time. The effects wear off after the ally tanks one enemy attack.* TP Cost: 65

Force Field: The Guardian erects energy barriers around all allies within ten feet that increases their Defense and Magic Defense.* TP Cost: 40, (Magic)Defense+6

Resounding Shield: The Guardian pounds on their shield, creating a loud resounding noise that intimidates enemies and decreases their Defense.* TP Cost: 20, Enemy Defense-5

Bastion: The Guardian raises their shield and the terrain changes in effect as though it were the inside of a fortress.* TP Cost: 50

Fortress Guard: The Guardian gains a bonus to Attack when in a fortress.* Passive, Attack+4

Diamond Shield: The Guardian becomes immune to defense-breaking skills such as Shield Breaker, and also becomes immune to defense-lowering skills or spells for two turns.* TP Cost: 60

Barbarian

A class that wields a battle axe; they live for battle and they have good Attack and average Agility and Defense. Can use Skills that increase battle prowess.

Base MP: 10

MP Growth: 2

Base TP: 20

TP Growth: 6

Skills:

Mutton Leg: The Barbarian takes out a mutton leg and takes a large bite from it, healing themselves a bit and increasing their Attack and Defense.* TP Cost: 20, Attack+4, Defense+3

Wolf Shield: The Barbarian takes out a round shield with a wolf face carved into it that strikes fear into enemies. An enemy that looks directly at the shield has a chance of being paralyzed with fear if their Courage stat is lower than 10.* TP Cost: 50

Beowulf: The Barbarian calls on the strength of Beowulf and their axe triples in size. The axe will return to normal size after two minutes.* TP Cost: 70, Attack*2

Pillage: The Barbarian unleashes a sweeping attack that knocks its target off their feet. An enemy hit by the attack has a chance of having some of their loot stolen by the Barbarian when hit.* TP Cost: 45

Berserk: The Barbarian activates Berserk mode, greatly increasing their Attack and Agility but sharply decreasing their Defense. The effects wear off after two turns or after battle ends.* TP Cost: 50 Attack+8, Agility+8, Defense-10

Viking Raid: The Barbarian blows on a horn and from a cloud of mist comes a ghostly Viking boat that spawns two ghost Vikings that assist in battle for a short time. Each of the Vikings have only 10 health, 12 attack, and no defense or agility. The Vikings will leave after being defeated or after three turns.* TP Cost: 90

Saga: The Barbarian tells a lengthy saga that exhilarates its audience. Those who hear it will be on the edge of their seat and will be pepped up.* TP Cost: 5

Rogue

A class that wields a knife and uses wits and deceit to rob and defeat enemies. Has high Agility but lacks in Attack and Defense.

Base MP: 10

MP Growth: 2

Base TP: 30

TP Growth: 5

Skills:

Cloak Turn: The Rogue wraps themselves in their cloak, becoming invisible to enemy eyes for a short time; wears off after one turn or after five minutes. When in combat, the Rogue can choose to execute a powerful sneak attack on an enemy upon reappearing.* TP Cost: 20, additional 30 for sneak attack

Sweet Talker: The Rogue uses deceit and flattery to make deals or get information from others.* Passive, Success Roll+5 when bargaining or interrogating

Pickpocket: The Rogue steals money or a single object from someone; cannot steal a weapon currently wielded by someone or an object currently in use by someone. The Rogue can steal up to 100 gold from a single target. If caught in the act, the Rogue will not be able to steal anything.* TP Cost: 10

Black Market: The Rogue gains access to underground stores with items that are rare to obtain elsewhere. When visiting a shop, the Rogue can view and purchase items unavailable to others.* Passive

Knife Wheel: The Rogue throws knives in all directions around them, hitting anyone within a 15 foot radius.* TP Cost: 50

Trained Eyes: The Rogue is able to see far distances and detect the most minute of details from very far away if they ask. They can also see twenty feet farther in darkness and fog than others.* Passive

Dash Dance: The Rogue dashes back and forth in place to confuse the enemy as to where or when they will strike, lowering the enemy's Agility.* TP Cost: 20, Enemy Agility-5

Cleric

A Support class that can heal others from afar using magic from a staff; has low Attack and Defense, making them vulnerable to enemy attack. Can use Skills with great healing ability.

Base MP: 50

MP Growth: 7

Base TP: 10

TP Growth: 3

Skills:

Healing Loot: After a battle that the Cleric took part in, enemies have a chance of dropping an item that can heal warriors.* Passive

Curing Flares: The Cleric fires magic beams into the air that rain down a magic mist that cures status ailments of allies. The magic beams can be fired up to fifty feet in range and will effect a square ten feet under the point they are fired at.* TP Cost: 30

Healing Circle: The Cleric draws a circle in the ground big enough for one person to stand in that heals those that stand in it.* TP Cost: 15

Generous Soul: The Cleric takes a portion of their own health and gives it to an ally.* TP Cost: 5

Cure-All: The Cleric cures a single target of any disease, illness, or status ailment they are suffering.* TP Cost: 60

Medicinal Insight: The Cleric has a better chance of successfully diagnosing a disease or illness.* Passive, Success Roll+6 when diagnosing diseases

Blessing: The Cleric can bestow a blessing upon an action taken to increase its likelihood of success.* TP Cost: 50, Success Roll+5 to the targeted action

Assassin

A class that carries a wide array of weapons, equipped for nearly any situation; has high Agility and Attack but low Defense. Can use Skills that allow them to swiftly dispatch enemies.

Base MP: 10

MP Growth: 2

Base TP: 30

TP Growth: 6

Free-Run: The Assassin is able to free-run up walls and across rooftops and narrow paths with great ease.* Passive, Success Roll+6 when climbing, jumping gaps, or traversing narrow or unstable terrain

Lethal Blow: The Assassin attempts to deliver a lethal attack to a single target.* TP Cost: 90

Poison Concoct: The Assassin uses an assortment of chemicals to concoct a poisonous liquid for later use.* TP Cost: 20

Dual-Wielding: The Assassin is able to wield two different types of weapons at once adeptly; when attacking, they can strike a single target twice, or if using a ranged weapon, can strike two different targets simultaneously.* Passive

Battle Flow: The Assassin moves more quickly when in battle.* Passive, Agility+2

Counterattack: The Assassin executes a counterattack on an enemy, parrying the enemy attack and then hitting them with an attack; cannot counter range attacks or magic attacks.* TP Cost: 70

Killing is My Job: The Assassin gets 100 gold each time they deliver the killing blow on an enemy.* Passive

Ranger

A class that uses only a bow and arrows for combat, making them susceptible at close range but invaluable from farther away; very high accuracy and Attack with average Defense and Agility. Can use Skills to increase evasion and hinder enemies.

Base MP: 15

MP Growth: 3

Base TP: 30

TP Growth: 5

Stealth: The Ranger can move unseen by the untrained eye. Those with a skill or ability that allows them to see more clearly may be able to detect the Ranger. The Ranger can remain hidden for up to one hour if remaining stationary, or for up to fifty feet.* TP Cost: 20

Deadly Precision: The Ranger is able to hit a specific part of a target or enemy from a great distance with unbelievable accuracy.* TP Cost: 60

Tracking: The Ranger uses their tracking skills to be able to locate a target. They cannot track spirits or paranormal entities.* TP Cost: 5

Skill* Passive

Arrow Pin: The Ranger pins a target in place with an arrow. The target can attempt to break free of the arrow; if they fail, they stay stuck for a full turn.* TP Cost: 30

Arrow Rain: The Ranger sends down a hail of arrows upon enemies on lower ground.* TP Cost: 80

League Step: The Ranger can move great distances with seemingly a single step; can take one ally with them.* TP Cost: 50

Wizard

A class that specializes in the use of magic spells for combat, having good Magic Attack and Magic Defense with average Attack and Defense and low Agility; Wizards mostly use Spells with elemental properties but can use some other types of magic as well. A Wizard's Skills will often hinder enemies and support allies.

Base MP: 60

MP Growth: 5

Base TP: 10

TP Growth: 2

Wizard Mind: The Wizard's wise mind is able to resist being berserked or mind-controlled.* Passive

Distress Beam: The Wizard can send a bright signal beam of light from their staff. Can be used to temporarily illuminate dark places, send distress signals, or blind a group of enemies. Enemies with a Courage stat less than 6 will be inflicted with Blind.* TP Cost: 20

Dispel Magic: The Wizard can dispel some enemy magic spells that inflict status effects on either the enemy or the Wizards' allies. They can automatically dispel the status magic of enemies that are five levels lower than themselves. When dispelling magic of anything above that limit, it depends on the Courage stat of the enemy; if the Wizard has at least two more Courage than the enemy, the Skill will succeed.* TP Cost: 20

Portable Library: The Wizard is able to pull up information on any enemy in order to help allies make more educated decisions. The Wizard will learn the health value of a single target, as well as the value of one stat of the Wizard's choice.* Passive

Charm Attack: The Wizard can place a charm on their ally so that the next time that ally attacks the attack will have magical properties attached to it. The attack will use Magic Defense when calculating damage to its target.* TP Cost: 10

Weatherman: The Wizard can use magic to change the weather to their liking.* TP Cost: 30

Word of Power: The Wizard speaks a mighty word of power that sends out a magical shockwave in all directions, dealing high damage to enemies around them.* TP Cost: 40

Slayer

A class that wields a large broadsword and some small knives; Slayers excel in combat against monsters as their Skills increase their combat ability and hinder enemies that are monsters; Slayers have high Attack and good Agility but low Defense.

Base MP: 0

MP Growth: 3

Base TP: 30

TP Growth: 6

Favored Enemy: The Slayer gains an increase in all stats when in combat against large monsters.* Passive, (Magic)Attack+4, Agility+2, (Magic)Defense+5, Courage+3

Cyclonic Spin Attack: An area of effect attack that hits all enemies around the Slayer.* TP Cost: 70

Monster Ride: The Slayer uses their dagger to keep a hold onto a monster and can attempt to wrangle the monster to attack other monsters. The monster can attempt to throw the Slayer off on each of their turns; if they fail, they suffer damage from the dagger and remain under the Slayer's control until their next turn. The Slayer can release the monster when he chooses.* TP Cost: 60

Wing Cutter: The Slayer is able to topple flying monster enemies to the ground and prevent them from taking flight again.* TP Cost: 40, Enemy Agility-3

Rough Brawler: The Slayer is able to daze enemies with a headbutt attack; works better on monsters, where it will lower their stats in addition to dazing them.* TP Cost: 40, Enemy (Magic)Defense-4, Agility-3

Intimidation: The Slayer is able to use their fierce appearance, aggressive nature, and impressive history of slaying beasts to intimidate people into doing something.* Passive, Success Roll+6

Poison Dagger: The Slayer stabs an enemy with a poisoned dagger; the poison lasts an additional two turns longer against monsters.* TP Cost: 60

Warlock/Arcane Mage

A class that specializes in magic spells that distort reality and bend space and time, also known as Arcane Magic. Warlocks can use Skills to hinder enemies or support allies; Warlocks have high Magic Attack and good Magic Defense and Agility with low Attack and Defense.

Base MP: 50

MP Growth: 5

Base TP: 10

TP Growth: 3

Shapeshift: The Warlock shapeshifts into some kind of magical creature for a short time. The transformation lasts for five turns, until combat ends, or for two hours if used outside of combat. The Warlock can morph into a creature up to twenty feet in height and gains abilities of the creature they become. TP Cost: 40

Illusion: The Warlock is able to create illusions; the illusion can be made up of an image or sound. The image cannot be larger than ten feet in height or width.* TP Cost: 2

Fearmongering: The Warlock causes the enemy to see something absolutely terrifying and then feeds off of this fear to bolster stats.* TP Cost: 25, (Magic)Attack+5, (Magic)Defense+4

Teleport: The Warlock is able to teleport themselves, a single ally, a single enemy, or a single object anywhere within 100 feet. At Level 8, up to two objects can be teleported at a time. At Level 12, the teleport distance increases to 300 feet. At Level 16, the Warlock is able to register a single point anywhere they wish that they can then teleport things to later, and can dispel this point at will. At Level 20, they can register two points at once and teleport up to five targets.* TP Cost: 10

Summon Phantom: The Warlock summons a phantom to assist them in battle. The Phantom has 30 health and 10 attack; it is immune to status effects and courage-dependent skills or spells. The Phantom leaves after its health is depleted or after the battle ends.* TP Cost: 30

Curse: The Warlock places a curse on a single enemy target that will trigger each time they do a specific action. The curse can have one of the following results: inflicting with a status ailment, suffering magic damage, The curse wears off after one day, or after the Warlock dismisses it.* TP Cost: 30

Reality Check: The Warlock causes the enemy to be more likely to miss attacks by warping their perception of reality.* TP Cost: 30

Bard

A Support class that uses magical instruments to play magical songs to assist their allies in battle. Bards can also play magic songs to attack enemies but Bards themselves have low Defense. Can use Skills to increase the effects of their songs or hinder enemies.

Base MP: 30

MP Growth: 5

Base TP: 30

TP Growth: 5

Tuned Instrument: The Bard's magical songs are increased in effect temporarily; +1 to stat boosts, effects last for an additional two turns. TP Cost: 20

Forte: The Bard's songs grow louder, effecting another ten feet wider area for two hours. TP Cost: 20

Entertainment: The Bard has a better chance of drawing in crowds and getting people excited and entertained. Passive, Success Roll+5 when playing songs for a crowd

Octave Onslaught: The Bard rapid-fire blasts magic musical notes from their instrument at targets.* TP Cost: 60

Sheet Music: The Bard can copy one of their songs to sheet music, allowing them to play that song while inflicted with Silence. At Level 10, the Bard can copy down two songs. At Level 18, they can copy up to 3 songs.* Passive

Maestro: The Bard can reverse buffs or debuffs from enemy magic songs.* TP Cost: 25

Remix: The Bard remixes one of their own songs, and the effect of the song is the scrambling of an enemy's stats. TP Cost: 30

Gladiator

A class of fierce combatants that thrive in arena combat. Gladiators possess Skills tailored to support allies and hinder enemies, with increased effects when in an arena; Gladiators fight with tridents and axes and have high Attack and Defense but can be somewhat lacking in Agility.

Base MP: 10

MP Growth: 2

Base TP: 40

TP Growth: 5

Weighted Net: The Gladiator hurls a weighted chain net that slows or even immobilizes enemy units altogether.* Roll: 12, Enemy Agility-5

Obstacle Sense: The Gladiator can sense nearby man-made obstacles.* Passive

Enchantress/Enchanter

A magic-using class that uses a staff and spellbook to cast Spells meant to weaken enemies and support the party by summoning powerful allies; Enchantresses are not entirely defenseless though as they have a good deal of offensive spells as well; an Enchantress has Skills that bolster the abilities of allies they summon and hinder enemies.

Base MP: 60

MP Growth: 6

Base TP: 20

TP Growth: 2

Magic Aura: Other magic-users within ten feet get a 1 point increase in success rate.* Passive

Enchant: The Enchantress can enchant the weapons of non-magic-using allies to deal more damage; lasts for three turns.* TP Cost: 20

Summoner's Will: The Enchantress can increase the stats of summoned allies.* TP Cost: 35, Summoned Ally (Magic)Attack+5

Disenchant: The Enchantress can cause a single target to become disinterested or bored with things.* TP Cost: 5

Silence Mine: The Enchantress sets down a magic mine that casts Silence on an enemy when it gets set off. The mine can be set into any flat surface; when setting it down, you can choose for it to react upon detecting movement or upon detecting magic.* TP Cost: 20

Enervate: The Enchantress decreases enemy Agility and Defense when they are at critical health.* Passive, Enemy Defense-5, Agility-2

Skill* TP Cost:

Paladin

A class that uses powerful swords and light magic to fight enemies; they can use Skills that increase their abilities, hinder enemies, and support the party. Paladins have high Attack and Defense and average Agility.

Base MP: 30

MP Growth: 4

Base TP: 30

TP Growth: 4

Skill:* TP Cost:

Skill:* TP Cost:

Courage Envoy: The Paladin emboldens his allies, increasing their Courage.* TP Cost: 40, Courage+4

Holy Strike: The Paladin smashes their sword into the ground, sending out a shockwave that deals holy damage to any enemies within five feet.* TP Cost: 70

Darkness Purge: The Paladin has increased stats when fighting against enemies that use dark magic.* Passive, (Magic)Defense+3, Agility+2

Divine Barrier: The Paladin erects a barrier of holy magic that cannot be penetrated by death magic or dark magic.* TP Cost: 40

Piercing Light: The Paladin conjures a magic light that illuminates even the darkest of places, and can cure Blindness in allies.* TP Cost: 30

Fighter

A class with high combat abilities that uses gauntlets or swords in battle; has high Attack and Agility but low Defense; has Skills that can increase their own abilities and hinder enemies.

Base MP: 0

MP Growth: 1

Base TP: 50

TP Growth: 4

Power Gauntlet: The Fighter executes a powerful uppercut attack with their gauntlets.* TP Cost: 70

Fighting Spirit: The Fighter does not lose confidence during a crisis, and so during a crisis cannot have their Courage or Defense debuffed.* Passive

Focus Attack: The Fighter focuses their energy and then delivers a swift blow to an enemy that causes the enemy to become dazed.* TP Cost: 50

Don't Flinch: The Fighter feigns an attack to cause the target to flinch; if the target flinches, they'll be easier to get information out of.* TP Cost: 10

Battle Pep: The Fighter peps up allies for battle if they have been effected with status ailments.* TP Cost: 30, Ally Attack+3 Agility+2

Megaton Punch: The Fighter uses a special punching maneuver designed specifically to smash through walls, floors, and other barriers; cannot break magic/magically enhanced barriers.* TP Cost: 20

One-Inch Punch: The Fighter knocks out an enemy with a single punch; the target will remain unconscious for the duration of the battle.* TP Cost: 100

Knight

A class that is typically mounted on a horse; wields lances and swords and has a shield; on their mount they can quickly traverse a battlefield. Has high Attack, Defense, and average Agility, but is very weak to enemy magic attacks.

Base MP: 0

MP Growth: 0

Base TP: 60

TP Growth: 5

Trample: The Knight can deal damage to enemies while moving if he is on his horse; does not effect magical constructs, spirits, or non-corporeal creatures. Passive

Glorious Charge: The Knight rears back on their horse and lets out a battle cry; allies behind the Knight gain boosted Defense. TP Cost: 40, Allies Defense+6

Chivalry: The Knight is able to get into non-hostile knights barracks and quarters without question.* Passive

Knight Counter: The Knight blocks an enemy attack with their shield and then executes a counterattack with their sword or lance.* TP Cost: 80

Royal Court: The Knight can request a court with royalty and have a lower chance of being rejected.* Passive, Success Roll+6 when meeting with royalty

Aura of Safety: The Knight exudes an aura that makes people feel safe and protected, letting their mental guards down. Passive

Jaigen: The Knight's stats increase significantly.* TP Cost: 120, Attack+4, Defense+4, Agility+7, Magic Defense+9

Muse

A Support class that uses both magical instruments and spellbooks in battle; they can support the party with magic songs or attack enemies with elemental magic spells; their Skills increase the effects of their songs and increase their own stats; Muses have average Magic Attack, good Defense and Agility, but poor Magic Defense.

Base MP: 40

MP Growth: 3

Base TP: 20

TP Growth: 5

Tuned Instrument: The Muse's magical songs are increased in effect temporarily; +1 to stat boosts, effects last for an additional two turns. TP Cost: 20

Forte: The Muse's songs grow louder, effecting another ten feet wider area for two hours. TP Cost: 20

Stargazer: The Muse possesses knowledge on the cosmos, and can navigate using stars and constellations or consult information on astronomy.* Passive

Maestro: The Muse can reverse buffs or debuffs from enemy magic songs.* TP Cost: 25

Inspire: The Muse can inspire allies to work harder at certain tasks or even in battle, essentially raising success rate by 2 points.* Passive

Enlightenment: The Muse clears their mind and increases their Defense and Magic Defense.* TP Cost: 60, (Magic)Defense+6

Theater Kid: The Muse is an experienced actor, and is able to more easily convince, persuade, or deceive others using these acting skills.* Passive, Success Roll+6 when using acting skills

Acrobat

A class that uses gymnastics to flank enemies easily and possesses a set of throwing knives for combat that they can use from afar or from up close; Acrobats have very high Agility but low Defense, though they have good Attack; they have Skills that increase the stats of themselves and allies and hinder enemies.

Base MP: 10

MP Growth: 2

Base TP: 40

TP Growth: 7

Balance: The Acrobat can cross very narrow ledges or paths and can even walk on top of rolling objects with great ease.* Passive, Success Roll+7 when on narrow or unstable terrain

Juggling: The Acrobat juggles their knives, distracting enemies, and then hurls the knives at the enemy. When used, the Acrobat will juggle the knives for one turn; enemies that see the juggling will be distracted if their Courage is lower than 8, and when distracted they will not act on their next turn. They will stop being distracted if they take damage. On the Acrobat's next turn, they will throw the knives at any distracted enemies. Constructs, spirits, non-corporeal creatures, and particularly intelligent beings cannot be distracted.* TP Cost: 70

Stretching: The Acrobat stretches their limbs, increasing their Agility.* TP Cost: 90, Player Agility+6

Gymnast Rescue: The Acrobat can quickly leap into action to rescue allies from danger; will not work on an ally if they only have 1 health.* TP Cost: 70

Bouncy Ball: The Acrobat throws out a bouncy ball at a single target; if the ball successfully hits its target, roll a 10 or higher for a chance of the ball bouncing into a secondary target, then a 15 or higher for a third target, and then an 18 or higher for a fourth target. The ball does low amounts of damage, but hit targets will be inflicted with Daze.* TP Cost: 80

Crane Act: The Acrobat can balance objects on their fingers, toes, chin, nose, forehead, or knees with great ease. They cannot balance objects that are too heavy for the Acrobat to lift normally.* Passive

Contortionist: The Acrobat can contort their flexible body to fit into small spaces and squeeze through narrow gaps easily.* Passive

Shaman

A magic-using class that fights with a staff and thrives off of the use of Red Magic which uses an enemy's visceral energy and rage against them; Shaman have Skills that can enrage enemies and bolster their own abilities; they have low Attack and Defense but good Magic Attack and Magic Defense; they also have low Agility.

Base MP: 50

MP Growth: 6

Base TP: 20

TP Growth: 4

Rage Boost: The Shaman absorbs the rage and visceral energy from enemies to increase the power of their own magic.* TP Cost: 40, Magic Attack+4

Rage Induce: The Shaman forces the enemy to go into a rage, increasing the enemy's Attack but making them very likely to miss or fail.* TP Cost: 60, Enemy Attack+7, Enemy Success Roll-7

Anger Magnet: The Shaman attracts the angered attention of an enemy; the enemy is only able to attack the Shaman and the Shaman gets an increase in stats.* TP Cost: 40, Magic Attack+5, Magic Defense+5

Visceral Drain: The Shaman drains so much visceral energy from an enemy that it makes them docile.* TP Cost: 40, Enemy All Stats-8

Mad Dash: The Shaman uses enemy visceral energy to power up an act of super speed; their movement gets doubled when in battle and they ignore difficult terrain. When outside of combat, the Shaman can perform a feat of superhuman speed.* TP Cost: 30

Irritate: The Shaman can cause people to become angered to the point of acting irrationally.* TP Cost: 5

Over-Rage: The Shaman fills one enemy with so much visceral energy that the enemy will attack their own allies, inflicting them with Berserk.* TP Cost: 20

Elemental Sorcerer(ess)

A class that specializes in a specific type of magic with elemental properties to the point where they are adept in that specific magic type, having high Magic Attack and Magic Defense and good Agility, with low Attack and Defense. Possess Skills that hinder enemies, support allies, increase their own abilities or stats, or increase abilities of allies.

Base MP: 50

MP Growth: 6

Base TP: 10

TP Growth: 3

Elemental Detection: The Elemental Sorcerer can detect specific, nearby sources of their element; is harder to do when more of their element is around, i.e. a rainstorm, thunderstorm, or being on an ocean. TP Cost: 5

Mimic Element: The Elemental Sorcerer is able to become their respective element i.e. fire, electricity, air, etc., allowing for a multitude of uses. TP Cost: 5

Elemental Construct: The Elemental Sorcerer uses their magic to create objects out of their element, be it weapons, tools, or other trinkets, these objects can be given to allies for use in combat or used in other situations. TP Cost: 20

Skill:

Summon Elemental: Summons an Elemental based on the Elemental Sorcerer's magic element, which can be assigned to hover above the user or an ally; the Elemental will support the target by periodically healing them, granting them defense against certain attacks, or using an elemental magic attack on enemies. The Elemental has 20 health and 10 Magic Attack, with no form of defenses. After five turns they will depart.* TP Cost: 30

Elemental Burst: When a summoned elemental nears death or expiry, it will home in on an enemy and release a high-powered burst of elemental magic to damage the target.* Passive

Absorb Element: The Elemental Sorcerer can absorb their elements i.e. fire or water from nearby sources of them. Passive

Necromancer

A magic-using class that is capable of summoning armies of the undead to serve them in battle; Necromancers have low Agility, Defense, and Attack, but high Magic Attack and Magic Defense. Necromancers are capable of using skills to hinder enemies and support allies.

Base MP: 60

MP Growth: 5

Base TP: 5

TP Growth: 4

Bone Shield: The Necromancer is able to temporarily cause skeletons or undead to automatically take attacks for them for two turns.* TP Cost: 50

Hell Breaker: The Necromancer summons a very powerful undead warrior to aid them in battle. The warrior has 50 health, 15 attack, and 8 Defense He will leave after battle ends or if he is killed.* TP Cost: 60

Tainted Ground: The Necromancer can use death magic to make nearby earth and plants withered and unstable.* TP Cost: 20

Earthen Escape: The Necromancer can cause the earth to swallow them so that they can escape from enemies or keep hidden temporarily.* TP Cost: 45

Skeletal Avatar: The Necromancer creates a skeletal avatar around themselves that gives them increased stats.* TP Cost: 80, Agility+3, (Magic)Defense+6, Attack+6

Undead Council: The Necromancer can confer with the undead or spirits; he can ask them questions, tell them a message, and receive information from them.* Passive

Skill:

Beast Trainer

A class that can summon animals to assist in battle; Beast Trainers fight with a spear and have good Attack and Defense but low Agility. Their skills can increase the abilities of the animals they summon and hinder enemies.

Base MP: 10

MP Growth: 1

Base TP: 40

TP Growth: 4

Summon Animal: The Beast Trainer summons an animal to their side; the animal will stay with the Beast Trainer until they die or until the Beast Trainer dismisses them. The Beast Trainer can only have one animal companion at a time; the stats of the animal varies depending on what it is.* TP Cost: 10

Feed Animal: The Beast Trainer can feed hungry animals to get them to do something, or can feed summoned animals during combat to increase their stats.* TP Cost: 50, Summon Staminax1.5, Agility+2, Attack+3

Stampede: The Beast Trainer causes a stampede of animals to charge at and trample enemies in a straight path in front of the Beast Trainer.* TP Cost: 70

Flock Screen: The Beast Trainer can cause animals to flock around an enemy, preventing the enemy from moving and lowering their accuracy.* TP Cost: 50, Enemy Success Roll-5

Tame: The Beast Trainer can tame aggressive or territorial animals and can even peacefully resolve conflicts against certain animals.* TP Cost: 20

Animal Bond: The Beast Trainer develops a bond with an animal he has spent a long time with; if a summoned animal has stayed by his side for eight weeks, the animal will gain +3 to all stats and +10 to their stamina total. After an additional sixteen weeks, the stats increase another +2 stats, and stamina increases an additional +10. After a full year, the animal will gain +3 to all stats and +20 to stamina.* Passive

Skill:

Mystic/Physic

A class that can tell fortunes of allies to temporarily increase the stats of allies; Mystics have magic jewelry that they use in battle that grants them high Magic Attack and Magic Defense; they lack in Attack and Agility but have good Defense. Their Skills increase their own abilities and support allies.

Base MP: 40

MP Growth: 3

Base TP: 10

TP Growth: 6

Power Rings: The Mystic gives two power rings, one to two different allies, that increase the Attack and Magic Attack of the wearer. The rings will lose power after one week.* TP Cost: 40, (Magic)Attack+4

Cripple Bracelet: The Mystic harnesses the magic of a bracelet they bear to cripple an enemy's defenses.* TP Cost: 70, Enemy (Magic)Defense-7

Fortune-Teller: The Mystic tells a fortune to a single person; it can be a good fortune or a bad fortune, and may warn of something good or bad. The person can be convinced to take a certain action, particularly if they are superstitious.* TP Cost: 15

Tiger Eye: The Mystic has an eye for magic jewelry, and can get discounted prices on magic gems and jewels at shops.* Passive

Rabbit's Foot: The Mystic gives a rabbit's foot to an ally, increasing the ally's chance of dodging an attack.* Roll: 14, Agility+5

Amulet Blast: The Mystic fires a powerful continuous beam of magic from an amulet at an enemy.* TP Cost: 80

Mirror Image: The Mystic reflects status ailments they currently suffer onto an enemy as well.* Passive

Sage

An adept magic-using class that has very high Magic Attack and Magic Defense, with good Agility but poor Attack and Defense; they can use nearly any type of magic, with the exception of Dark Magic and Death Magic. Sages can use Skills to hinder enemies.

Base MP: 60

MP Growth: 4

Base TP: 0

TP Growth: 2

Tomefaire: When facing an enemy magic-user the enemy has their Magic Defense halved.* Passive, Enemy Magic Defense/2

Tomebreaker: The Sage causes the enemy's magic weapon to discharge magic that hurts the wielder.* TP Cost: 10

Pupil: The Sage bestows some magic power upon an ally that has less Magic Attack than them.* TP Cost: 10, Magic Attack+5

Enlightenment: The next attack the Sage uses will hit without fail.* TP Cost: 10

Mind Blast: The Sage blasts a beam of combined magics at an enemy.* TP Cost: 30

Burst End: On the last turn of having a buff, the Sage deals extra damage with attacks.* Passive

Null-Magic: The Sage grants an ally immunity to magic attacks and spells, including magic buff spells.* TP Cost: 25

Champion

A class that wields swords and sometimes tridents or maces; Champions have high Attack and Defense, good Agility, and average Magic Defense. Champions can use Skills that support allies and hinder enemies.

Base MP: 0

MP Growth: 3

Base TP: 50

TP Growth: 4

Spike Armor: The Champion wears spiky armor that harms enemies that physically attack them for half as much damage as they deal; does not effect projectile or magic attacks.* Passive

Taunt: The Champion taunts an enemy to enrage them, increasing their Attack and lowering their Defense and Agility.* TP Cost: 60, Enemy Attack+2, Defense-3, Agility-1

Cape Envelope: The Champion envelopes an enemy in their cape and then powerfully slashes them with their weapon.* TP Cost: 70

Disrupt: The Champion disrupts the formation of an enemy horde, causing one enemy to flee the battle.* TP Cost: 90

Duel Caller: The Champion confidently calls for a duel with the strongest enemy of an enemy horde/team, causing the strongest enemy to focus their attacks on the Champion.* TP Cost: 40

Stubbornness: The Champion's stubbornness prevents their Defense and Magic Defense from being lowered by any more than one point.* Passive

Skill:

Brawler

A class skilled in hand-to-hand combat; they have overall balanced stats with Low Magic Defense. Brawlers have Skills that increase their own stats and increase the stats of allies.

Base MP: 10

MP Growth: 4

Base TP: 30

TP Growth: 6

Skill:

Grappler: The Brawler grapples with an enemy, keeping that enemy occupied and unable to attack for one turn.* TP Cost: 60

Flurry of Blows: The Brawler can unleash a flurry of physical attacks on a single target that have slightly lessened accuracy but deal great damage; roll ten dice, if a dice rolls higher than 12, it will hit.* TP Cost: 70

Random Trip: The last enemy the Brawler attacked will be afflicted with a random tripping ailment, having greatly reduced Agility.* TP Cost: 70, Enemy Agility-8

Enemy Stance: The Brawler mimics an enemy's combat stance, gaining an increase in any stats that the enemy has that are higher than the Brawler's.* TP Cost: 80

Perfect Block: The Brawler will block the next enemy's attack at the last second, causing the enemy to stumble and making the next attack to hit that enemy easier to land.* TP Cost: 60

Footstool Jump: The Brawler uses a target's head as a footstool and vaults upwards off of them, reaching higher ground or nearby ledges and slightly lowering target's Agility.* TP Cost: 40, Enemy Agility-2

Druid

A magic-using class that uses Nature magic; they thrive in heavily wooded environments such as forests and jungles; their Skills are enhanced when in such locations and allow them to hinder enemies and support the party.

Base MP: 40

MP Growth: 5

Base TP: 10

TP Growth: 2

Tree Hugger: When in forests, a single ally of the Druid's choice will heal back lost health so long as they are in the forest.* Passive

Speak for the Trees: The Druid can converse with Ents and other tree-like creatures and even calm entish or other tree-like enemies in combat.* Passive

Oasis: The Druid conjures an oasis that fully replenishes health and gives stat boosts.* TP Cost: 30, (Magic)Attack+4

Branch Out: The Druid expands their repertoire and is able to use one of an ally magic user's spells on the next turn, even non-nature magic spells.* TP Cost: 20

Spiritual Oath: If a target wears metal armor, the Druid will deal extra bonus damage.* Passive

Leaf Shield: The Druid erects a barrier of leaves around themselves that makes them more difficult to hit.* TP Cost: 20, Enemy Success Roll-6 when targeting Druid

Forest Disguise: The Druid can disguise themselves as a tree or shrubbery.* Passive

Pegasus Knight

A class that can take to the skies atop a flying mount; they have high Agility and Magic Defense but all of their other stats are average at best. Pegasus Knights wield lances in combat and have Skills that can hinder enemies and increase their own stats.

Base MP: 20

MP Growth: 4

Base TP: 30

TP Growth: 4

Swoop Attack: The Pegasus Knight soars high into the air and then swoops down upon a target to attack them with their lance, dazing the enemy with the sheer speed of the attack. TP Cost: 60

Ferry: The Pegasus Knight can ferry a single ally from one location to another. Passive

Height Advantage: The Pegasus Knight gets an increase in Attack when fighting other flying enemies. Passive, Attack+3

Flight Sickness: The Pegasus Knight scoops up a grounded enemy and soars through the sky with them in their grasp before returning them to the ground; the enemy is left feeing sick with some decreased stats. TP Cost: 50, Enemy Attack-2, Defense-2, Agility-3

Skill:

Outdoor Fighter: The Pegasus Knight has better Agility when in combat outside.* Passive, Agility+3

Typhoon: The Pegasus Knight flies around an enemy with such speed that it creates a whirlwind around the target that damages them and dazes them and other nearby enemies that get pulled into the whirlwind; effects an area of 10 feet in a radius around the primary target. TP Cost: 90

Cavalier

A class that rides a horse and fights with lances; they have good Attack, Agility, and Magic Defense, but low Defense. Their Skills can increase their own abilities and hinder enemies.

Base MP: 0

MP Growth: 2

Base TP: 20

TP Growth: 6

Foolhardiness: The Cavalier has a sense of foolhardy determination and desire to impress their role models; when in combat alongside role models, Cavaliers have a slightly higher chance of missing but will also have increased Attack.* Passive, Attack+5, Success Roll-2

Trample: The Cavalier can deal damage to enemies while moving if he is on his horse; does not effect magical constructs, spirits, or non-corporeal creatures. Passive

Horse Bond: The Cavalier has a special bond with their horse that other mounted units do not, and as such has a very easy time calming their horse; if their horse is hurt, the Cavalier will fight harder. Passive, Attack+1

Sense of Duty: The Cavalier gains a stat increase when fighting thieves, brigands, or purely evil enemies.* Passive, Attack+3, Defense+4

Dedication: The Cavalier reinforces their dedication to their cause, removing a debuff from themselves.* TP Cost: 50

Scale Piercer: The Cavalier strikes with a sharpened spear point designed to pierce through tough scales of reptilian and/or draconic creatures.* TP Cost: 50

Skill:

Valkyrie

A magic-using class that rides on a horse; they typically use Light Magic and some elemental magic; Valkyries have high Magic Attack, Magic Defense, and Agility, but low Defense and average Attack. A Valkyrie uses Skills that support allies and increase their own abilities.

Base MP: 60

MP Growth: 6

Base TP: 0

TP Growth: 1

Shield Maiden: The Valkyrie blocks an attack directed at one of their allies, preventing the ally from taking any damage.* TP Cost: 7

Sol: The Valkyrie heals back health equal to the amount of damage they deal with their next attack.* TP Cost: 7

Skill:

Banishment: The Valkyrie instantly banishes one undead enemy, removing the enemy from combat.* TP Cost: 6

Providence: The Valkyrie makes status ailments on allies within a twenty feet radius last half as long.* Passive

Magnificence: The Valkyrie's magnificent power causes enemies to cower before them; enemies with a Courage stat lower than 6 will flee the battle, while those with a Courage stat lower than 10 will be paralyzed.* TP Cost: 10

Divine Barrier: The Valkyrie erects a barrier of holy magic that cannot be penetrated by death magic or dark magic.* TP Cost: 9

Apprentice

A class that uses swords, a bow, and some magic in combat; their stats are overall low, though they possess good Attack and Magic Attack. An Apprentice can learn the Skills of any other class, so long as they have fought alongside an ally that is of that class for a given amount of time.

Base MP: 10

MP Growth: 5

Base TP: 10

TP Growth: 5

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Charmer/Caster

A Support class that uses magic charms to enhance the weapons and combat abilities of other magic-using classes; Charmers wield small explosives in battle; they have good Attack and Magic Attack but low Defense, Magic Defense, and Agility. Charmers possess Skills that support allies and increase their own stats.

Base MP: 30

MP Growth: 4

Base TP: 20

TP Growth: 5

Tome Charm: The Charmer places a charm on the tome of an ally to make it deal more damage, essentially raising the ally's Magic Attack.* TP Cost: 50, Magic Attack+5

Staff Charm: The Charmer places a charm on the staff of an ally to enhance its healing capabilities, making healing spells used by that ally more efficient.* TP Cost: 40

Charm Golem: The Charmer summons a voodoo golem that will take the damage for one ally for two turns.* TP Cost: 70

Smoke Screen: The Charmer's explosives will leave behind a screen of smoke that makes enemies less accurate.* TP Cost: 60, Enemy Success Roll-6

Witch Time: The Charmer dodges the next attack directed at them at the last second, triggering a time curse that slows time for all enemies, decreasing their agility, movement, and accuracy.* TP Cost: 110, Enemy Agility-6, Enemy Movement/2, Enemy Success Roll-8

Attune: The Charmer attunes their magic to an enemy; if the enemy attacks them, the enemy takes half as much damage as they deal.* TP Cost: 70

Charmer Step: The Charmer can use magical abilities to let them defy gravity and walk on walls and ceilings; the effects wear off after one hour, or when the Charmer sets foot back on level ground.* TP Cost: 20

Rune Blazer

A magic-using class that is able to activate magic runes and uses magic runes in battle; they have high Magic Attack and Attack, good Magic Defense and Agility, and low Defense. Rune Blazers' Skills can hinder enemies.

Base MP: 40

MP Growth: 6

Base TP: 20

TP Growth: 3

Activate Rune: The Rune Blazer can activate ancient runes. TP Cost: 10

Imbue: The Rune Blazer imbues a target with a harmful magic rune that damages them at the start of each turn or every five minutes when outside of combat.* TP Cost: 50

Vengeance: When the Rune Blazer gets a critical hit, if their health is less than the max, then half of their current health value will be added to the damage of the critical hit.* Passive

Skill:

Cryptic Rune: The Rune Blazer throws up a cryptic rune that confuses an enemy, inflicting them with a random status ailment.* TP Cost: 40

Eldritch Doom: The Rune Blazer causes an enemy to explode with magic energy, harming enemies near the target.* TP Cost: 60

Rune Reader: The Rune Blazer can read magic runes fluently.* Passive

Conqueror

A class that wields swords and hammers in battle; they can set down banners to rally allies or even summon some soldiers to assist in battle; Conquerors have high Attack and Defense, good Agility, and low Magic Defense. Conquerors have Skills that can support allies and increase their own abilities.

Base MP: 20

MP Growth: 4

Base TP: 30

TP Growth: 5

Rally Banner: The Conqueror sets down a banner that rallies allies to it and gives them boosts when within a ten foot radius.* TP Cost: 60, Attack+3, Defense+3, Agility+1

Soldier Banner: The Conqueror sets down a banner that summons two soldiers to it, one armed with a sword and one with a bow; the swordsman has 30 health, 12 Attack, and 10 Courage. The bowman has 15 health, 9 Attack, and 10 Magic Defense. They will leave after the battle ends or after dying.* TP Cost: 60

Conquer: The Conqueror conquers a battlefield and enemy healing magic stops working.* TP Cost: 90

Overtake: The Conqueror overtakes a single enemy and exiles them from the battlefield; does not work on bosses, giant enemies, or enemies with max Courage.* TP Cost: 100

Hammerquake: The Conqueror slams their hammer to the ground to cause the ground to quake, dealing damage to all enemies within a twenty foot radius.* TP Cost: 90

Iron Fist: The Conqueror's reputation for ruling with an iron fist demands respect from common people. Passive

Border Extension: The Conqueror increases the effect range of the Rally Banner skill by 10 feet and summons an extra soldier when the Soldier Banner skill is used.* TP Cost: 50

Overlord

A class that wields a powerful trident that can summon gremlins and goblins to do their bidding; Overlords have very high Attack and Magic Attack and very low Defense, Agility, and Magic Defense. Overlords use Skills that can hinder enemies and increase their own stats.

Base MP: 40

MP Growth: 5

Base TP: 20

TP Growth: 5

Service: The Overlord summons gremlins and goblins to serve on his side in battle; Gremlins have 10 health, 10 Attack, and 14 Agility. Goblins have 10 health, 14 Attack, and 5 Defense. Summoned creatures will stay at the Overlord's side until they die. TP Cost: 50

Rally Point: The Overlord sets down a rally point for his summoned monsters to attack enemies at a range from. TP Cost: 10

Overwhelm: The Overlord commands his monsters to charge at and overwhelm a single enemy. TP Cost: 30

Defend: The Overlord commands his monsters to defend him and block attacks for them. TP Cost: 20

Volcano Kick: The Overlord executes an explosive axe kick on a single enemy.* TP Cost: 90

Skill:

Hoist: The Overlord commands his monsters to lift him up on a tower of themselves. Passive

Whisper

A class with a great deal of mystery surrounding it; Whispers are an elite force of archers and spies, and many people claim them to be the stuff of legend because they are hardly ever seen; Whispers wield longbows and are skilled in close quarters combat as well and can fire magic arrows from their bow. Whispers have high Attack and Magic Attack and very high Agility with good Magic Defense and low Defense; Whispers have Skills that increase the abilities of allies and hinder enemies.

Base MP: 40

MP Growth: 3

Base TP: 30

TP Growth: 4

Flash Arrow: A magic arrow that shines with green light is fired at a target; the target takes high magic damage and the enemies within five feet of the target are blinded.* TP Cost: 60

Stealth: The Whisper can move unseen by the untrained eye. Those with a skill or ability that allows them to see more clearly may be able to detect the Whisper. The Whisper can remain hidden for up to one hour if remaining stationary, or for up to fifty feet.* TP Cost: 20

Skill:

Legend: The Whisper appears behind people, frightening them greatly and intimidating them to the point of shaking uncontrollably; stuns enemies when used in battle. TP Cost: 30

Bane: The Whisper executes an attack that sets the target's health to 1.* TP Cost: 100

Sure Strike: The Whisper fires an arrow with a 100% chance of hitting.* TP Cost: 90

Skill:

Siege Engineer

A class that fights with a mallet; they have average Attack and poor Agility but good Defense; they can build siege weapons such as trebuchets, catapults, siege towers, ballistas, and battering rams that deal heavy damage; their Skills hinder enemies and support the party.

Base MP: 0

MP Growth: 4

Base TP: 50

TP Growth: 4

Siege Machine: The Siege Engineer builds a catapult or trebuchet that can be used in battle or to lay siege to a fortress; the machine has 50 health, and will stay with the party until it is destroyed.* TP Cost: 50

Battering Ram: The Siege Engineer builds a battering ram that is used to break an enemy's defense or smash through walls or gates. The battering ram has 50 health and loses 10 each time it rams into something.* TP Cost: 60, Enemy Defense-6

Siege Tower: The Siege Engineer builds a siege tower that ranged ally units can occupy to fire upon enemies while having protection in the tower or can be used to infiltrate fortresses without discretion.* TP Cost: 110

Skill:

Polybolos Barrage: The Siege Engineer builds a polybolos that rapid-fires bolts into a single enemy target; after use, the polybolos collapses.* TP Cost: 80

Greek Fire: The Siege Engineer launches Greek fire onto a target that spreads onto other objects and creatures that touch the primary target to deal damage at the start of each turn.* TP Cost: 80

Shield Wall: The Siege Engineer builds a mobile barricade that increases Defense of allies that stand in it.* TP Cost: 90, Defense+7

Priest/Priestess

A class that specializes in light magic and exorcizing the undead from the world; Priests have high Magic Attack and Magic Defense and good Defense but with low Attack and Agility. Priests possess Skills that have increased effects against the undead and will hinder enemies and support allies.

Base MP: 60

MP Growth: 5

Base TP: 20

TP Growth: 3

Banishment: The Priest instantly banishes one undead enemy, removing the enemy from combat.* TP Cost: 30

Pray: The Priest prays for help from above; a random effect occurs as a result.* TP Cost: 60

Healtouch: When the Priest heals an ally, the Priest is healed for half the amount of health they heal their ally for.* Passive

Skill:

Beauteous Might: The Priest calls down holy light from above that blinds all enemies; blinds undead enemies for longer.* TP Cost: 60

Holy Gift: The Priest can teach a light magic spell to a non-light magic user.* TP Cost: 60

Piercing Light: The Priest conjures a magic light that illuminates even the darkest of places, and can cure Blindness in allies.* TP Cost: 40

Grenadier

A class that has learned how to handle and use gunpowder and its explosive volatility. Grenadiers use bombs in battle; they have very high Attack but low Defense, Agility, and Magic Defense. They have Skills that can hinder enemies.

Base MP: 20

MP Growth: 3

Base TP: 40

TP Growth: 4

Tar Bomb: The Grenadier fires a tar bomb that makes the ground sticky, slowing down enemies that walk on it.* TP Cost: 30, Enemy Agility-5

Minefield: The Grenadier lays down mines that will explode when an enemy moves over them; can lay up to 3 mines at once.* TP Cost: 30

Pyrotechnician: The Grenadier can detect flammable or poisonous gases in the air.* Passive

Smoke Bomb: The Grenadier throws a bomb that releases a smoke cloud around an enemy, causing them to suffer from a fit of coughing, essentially inflicting them with Stun, and also lowering their accuracy in combat.* TP Cost: 60, Enemy Success Roll-5

Bomb Plant: The Grenadier plants a bomb on an object or door; in combat it can be placed on an enemy.* TP Cost: 40

Incendiary Bomb: The Grenadier throws a bomb that releases a flammable gas that, when ignited, will explode and damage all enemies.* TP Cost: 60

Fireworks Display: The Grenadier can put on a fireworks show to entertain or distract targets.* TP Cost: 20

Myrmidon

A class that wields a sword in battle; they are masters of the blade and have high Agility, average Attack and Magic Defense, and low Defense. The Myrmidon's Skills hinder enemies and increase their own abilities.

Base MP: 0

MP Growth: 5

Base TP: 50

TP Growth: 3

Swordmaster: The Myrmidon focuses in order to increase the chance of critical hitting when they attack for five turns.* TP Cost: 40, lowers critical hit roll from 20 to 12.

Quick Draw: The Myrmidon moves quick as lightning to unleash a devastating attack on an enemy.* TP Cost: 50

Retribution: The Myrmidon deals bonus damage to an enemy after an ally falls in battle.* Passive

Reverse Grip: The Myrmidon changes up their fighting style to throw the enemy off balance.* TP Cost: 40, Enemy Defense-3, Agility-2

Peerless: The Myrmidon cures all allies of a single status ailment any of them have and increases their own Attack.* TP Cost: 70, Attack+6

Blossom Dance: The Myrmidon executes four powerful sword slashes on an enemy.* TP Cost: 80

Marked for Death: The Myrmidon marks an enemy for death and the next attack on that enemy will be a guaranteed critical hit.* TP Cost: 70

Hero

A class known to be courageous warriors that wields a sword, bow, and shield in battle; they have all-around stats overall but possess good Defense. They have Skills that hinder enemies and support the party.

Base MP: 10

MP Growth: 3

Base TP: 30

TP Growth: 6

Boomerang: The Hero hurls out a boomerang that can hit up to three targets and has a chance of dazing them; roll a die for each target that it hits; if the number is higher than 13, the respective target will be dazed.* TP Cost: 50

Iron Boots: The Hero dons iron boots that decrease their Agility but increase their Defense.* TP Cost: 30, Agility-5, Defense+7

Power Glove: The Hero puts on a power glove that allows them to lift very heavy objects.* TP Cost: 30

Flute Song: The Hero plays a special song on their flute that removes debuffs on allies.* TP Cost: 40

Hero's Spirit: The Hero calls the spirit of a great but fallen hero that arrives and assists in battle.* TP Cost: 50

Courageous Light: The Hero shines a courageous light upon themselves and allies, increasing stats.* TP Cost: 50, (Magic)Attack+4, Magic Defense+3, Agility+2

Cyclonic Spin Attack: An area of effect attack that hits all enemies around the Hero.* TP Cost: 60

Martial Artist/Ninja

A class that fights with punches and kicks and carries shuriken; they have high Agility and Magic Defense but their other stats are quite low. They possess Skills that hinder enemies and increase their own stats.

Base MP: 10

MP Growth: 2

Base TP: 40

TP Growth: 7

Flash Bomb: The Martial Artist throws down a bomb that releases a bright flash of light that will blind an enemy.* TP Cost: 50

Bouncing Fish: The Martial Artist executes a front flip maneuver into an axe kick on a single enemy.* TP Cost: 50

Balance: The Martial Artist can cross very narrow ledges or paths and can even walk on top of rolling objects with great ease.* Passive

Crane Technique: The Martial Artist focuses their energies to increase their stats.* TP Cost: 50, Attack+6, Defense+5

Pummel: The Martial Artist pummels an enemy, hitting multiple times.* TP Cost: 70

Vault: The Martial Artist vaults themselves up over high obstacles, walls, or up onto ledges.* Passive

Pressure Point: The Martial Artist jabs their hand into a pressure point on the enemy's body, inflicting the enemy with Paralysis.* TP Cost: 70

Dark Knight

A class that, unlike the Knight class, is not mounted atop a horse. Dark Knights use a sword and dark magic in battle and possess high Attack and Magic Attack, good Magic Defense, average Defense, and low Agility. They have Skills that hinder enemies.

Base MP: 30

MP Growth: 5

Base TP: 10

TP Growth: 6

Skull Crusher: The Dark Knight class' patented sword technique, they swing their sword in such a powerful manner that it can smash through the skulls of their victims.* TP Cost: 50

Duskwave: The Dark Knight sends out a shockwave of dark energy that nullifies all enemy magics, but the Dark Knight also takes 50 damage when using this.* TP Cost: 40

Dark Vision: The Dark Knight is immune to the Blind status ailment and can see great distances in darkness and dark places.* Passive

Necromantic: The Dark Knight learns a single death magic spell.* TP Cost: 20

Shadow Runner: The Dark Knight can 'teleport' through shadows by melding with them; can be used to bypass obstructions, flank enemies, or travel quickly from one place to another.* TP Cost: 50

Darknecide: The Dark Knight binds their own soul to an enemy's, and if they fall in battle the enemy will fall as well.* TP Cost: 80

Dark Volley: The Dark Knight will catch and hurl back dark magic spells directed at them or an ally.* TP Cost: 40

Duelist

A class that can dual-wield swords and also wields an atlatl. Duelists have good Attack and Agility, average Defense, and low Magic Defense. They have Skills that hinder enemies and support the party.

Base MP: 0

MP Growth: 1

Base TP: 40

TP Growth: 6

Goad: The Duelist makes terrible puns or aggravates an enemy and forces that enemy to attack first when enemy phase begins.* TP Cost: 20

Poison Darts: The Duelist hurls darts from their atlatl that have been steeped in poison, poisoning enemies they hit.* TP Cost: 60

Parry Magic: The Duelist will essentially parry and deflect an enemy magical attack directed at them.* TP Cost: 50

Duel Caller: The Duelist confidently calls for a duel with the strongest enemy of an enemy horde/team, causing the strongest enemy to focus their attacks on the Duelist.* TP Cost: 40

Bravado: The Duelist and their allies gain an increase in stats when an audience is watching their combat.* Passive, Attack+3, Defense+3, Agility+2

Worthwhile: The Duelist will never not deal damage to an enemy when attacking; if the enemy defense is enough that the Duelist's attack would normally not do damage, then the Duelist will deal 1 damage.* Passive

Circuit Streak: The Duelist will gain an increase in Attack each time they defeat an enemy, with the Attack increase going up in value for each consecutive kill, though the streak ends after the battle.* Passive, Attack+4, Attack increase goes up by 2 for each consecutive kill

Gypsy

A class that has some skills in trading, dancing, and red magic. Gypsies have average Magic Attack and Magic Defense, low Attack and Defense, and good Agility. Gypsies possess Skills that support the party.

Base MP: 40

MP Growth: 3

Base TP: 20

TP Growth: 4

Supply Convoy: The Gypsy stores healing potions in their convoy and fishes one out to give to an ally for healing.* TP Cost: 30

Graceful Dance: A graceful dance that grants a boost in Defense and Magic Defense to one ally.* TP Cost: 70, (Magic)Defense+8

Rage Boost: The Gypsy absorbs the rage and visceral energy from enemies to increase the power of their own magic.* TP Cost: 50, Player Magic Attack+4

Seduce: The Gypsy attempts to seduce a person to get information or seduce an enemy to lower stats.* TP Cost: 30, Enemy Attack-6, Defense-5, Agility-1

Well-Traveled: When receiving a stat boost from an ally's Skill that relies on terrain, the Gypsy's Skills require TP costs.* Passive, TP Cost-20%

Voodoo: The Gypsy summons a voodoo golem that assists in battle.* TP Cost: 60

Curing Concoction: The Gypsy combines healing items from throughout the party, be it food, healing tonics, or drinks, and then uses them to concoct an ultimate curing potion.* TP Cost: 40

Juggernaut

A class armed with a mace, Juggernauts are living, breathing fortresses, having high Defense and Magic Defense; however they are incredibly slow and have average Attack. Juggernauts have Skills that support the party and hinder enemies.

Base MP: 0

MP Growth: 0

Base TP: 30

TP Growth: 5

Tickled: The next attack to hit the Juggernaut will deal no damage at all and the Juggernaut will receive a small increase in Agility.* TP Cost: 50, Agility+2

Ox Stance: The Juggernaut firmly plants themselves in place; they are unable to move while using this Skill but all of the damage that hits them will be reflected back at the attacker.* TP Cost: 80

Adamant: The Juggernaut heals back half the damage they took during combat once combat ends.* Passive

Bull Charge: The Juggernaut charges forth at an enemy, ignoring any status ailments they are currently undergoing.* TP Cost: 60

Super Armor: The Juggernaut will ignore any enemy Skills or counterattacks during their next attack and will also be immune to debuffing during the next enemy phase.* TP Cost: 40

Power Lift: The Juggernaut is able to lift very heavy objects.* Passive

Command Grab: The Juggernaut prepares for the enemy to attack, and when they do, the Juggernaut seizes them in their grasp and slams them into the ground.* TP Cost: 60

Air Fighter

A class that specializes in fighting flying enemies or enemies with wings; Air Fighters are armed with a crossbow and grappling hooks. They possess good Attack and average Defense and Agility. Air Fighters have Skills that hinder enemies.

Base MP: 10

MP Growth: 1

Base TP: 40

TP Growth: 5

Wing Cutter: The Air Fighter is able to topple flying monster enemies to the ground and prevent them from taking flight again.* TP Cost: 30, Enemy Agility-5

Anchor: The Air Fighter anchors a flying enemy in place, preventing them from moving or using melee attacks.* TP Cost: 60

Anti-Air Armor: The Air Fighter wears armor that deals 20 spike damage to flying enemies that attack them.* Passive

Poison Bolt: The Air Fighter fires a crossbow bolt steeped in poison; the poison has increased effects on winged creatures.* TP Cost: 50

Ground Camouflage: The Air Fighter is difficult to spot from above and so is less prone to ambush or assault from above.* Passive

Crash Land: The Air Fighter wrangles and then forces a winged enemy to crash land so that they take damage.* TP Cost: 50

Holy Bolt: The Air Fighter fires a crossbow bolt that will deal high damage to undead enemies, and will instantly kill flying undead enemies. TP Cost: 60

Gunslinger

A class that wields a gun flawlessly; they have a pistol revolver and rifle. Gunslingers possess high Agility and Attack but low Defense and Magic Defense in addition to Skills that hinder enemies and support the party.

Base MP: 0

MP Growth: 1

Base TP: 30

TP Growth: 6

Trigger Finger: The Gunslinger has the fastest gun hand around, and their next shot won't miss its target. TP Cost: 60

Sniper Shot: The Gunslinger can fire their weapon from an incredibly long distance and still get a headshot, sniping the enemy to deal high damage. TP Cost: 70

Hex-Eater Shot: The Gunslinger fires a bullet that weakens an enemy magic-user's power. TP Cost: 40, Enemy Magic Attack-3

Deadeye: The Gunslinger draws their pistol and fires shots at every enemy in their line of sight. TP Cost: 90

Recoil Reduction: The Gunslinger reduces the recoil on their weapon to make them less open to attack after attacking, essentially raising their Defense a bit. TP Cost: 30, Defense+4

Warning Shot: The Gunslinger fires a warning shot that doesn't hit the enemy but lowers the enemy stats.* TP Cost: 30, Enemy Attack-2, Defense-2

Gun Trick: The Gunslinger spins their gun around in their hand to dazzle spectators and distract people. TP Cost: 20

Samurai

A class that wields a katana in battle; Samurai are warriors who have finely mastered their weapon and hold honor, loyalty, and strength of will in very high regard. Samurai have good Attack and Defense, average Agility, and good Magic Defense. They possess Skills that increase stats of allies, hinder enemies, and support the party.

Base MP: 10

MP Growth: 4

Base TP: 30

TP Growth: 6

Deflection: The Samurai moves so quickly that they deflect incoming projectile attacks, including magic attacks.* TP Cost: 60

Bushido: The Samurai follows the Bushido, their version of the Code of Chivalry, which gives them increased stats when they are defending allies, innocents, and the like.* Passive, Attack+4, Defense+3

Precision Edge: The Samurai executes a slicing maneuver that breaks enemy defenses and deals high damage.* TP Cost: 80, Enemy Defense-6

Sword Torment: The Samurai stabs his katana into the ground and summons the blades of fallen warriors before them to rise from the ground around them and stab upwards to damage enemies.* TP Cost: 70

Honorable Death: When nearing death, the Samurai has the option to smite themselves down in exchange for giving an ally a full heal.* Passive

Honed Blade: The Samurai hones their blade to increase their Attack. TP Cost: 40, Attack+6

Skill:

Highlander

A class that deals heavy damage with their Claymore blade and flail. Highlanders have high Attack and average Defense and Agility. They possess Skills that hinder enemies.

Base MP: 20

MP Growth: 3

Base TP: 20

TP Growth: 5

Helm Splitter: A special sword maneuver designed to split clean through an enemy's helmet and armor, crushing their defenses.* TP Cost: 60, Enemy Defense-7

Beheading: A lethal attack directed at the enemy's neck with the blade.* TP Cost: 100

Bone Breaker: If an attack deals no damage to an enemy, then the force of the attack will still be enough to break their bones and render them unable to move.* Passive

Chain Tangle: The Highlander aims an attack with their flail at the enemy's legs to tangle their legs up in the flail's chain and decrease their Agility.* TP Cost: 30, Enemy Agility-3

A Kind of Magic: If health is greater than 1, the Highlander will survive what should be a killing blow or lethal attack from an enemy.* Passive

Bagpipe Charge: With the sound of bagpipes echoing around them, the Highlander charges headlong into battle to impale an enemy with their Claymore.* TP Cost: 80

Combat Artisan: The Highlander allows an ally to perform one of the Highlander's offensive skills. TP Cost: 40

Musketeer

A class armed with a saber and musket, can fight at both close-range and long range effectively, with good Attack and Agility and average Defense and Magic Defense. Musketeers possess Skills that support the party and hinder enemies.

Base MP: 0

MP Growth: 2

Base TP: 30

TP Growth: 4

Sniper Shot: The Musketeer can fire their weapon from an incredibly long distance and still get a headshot, sniping the enemy to deal high damage. TP Cost: 70

Grape Shot: The Musketeer fires a special ammunition that spreads to hit up to three enemies at once. TP Cost: 80

Skill:

Calm Shot: If the Musketeer has lost more than half of their health, they calm their minds before firing to ensure that no shot goes wasted. Passive

Shield Bullet: A special bullet directed at an ally that boosts their Magic Defense. TP Cost: 50, Magic Defense+3

All For One: The Musketeer raises their saber and shouts a battle cry that heals all allies a little bit and removes status ailments from them.* TP Cost: 50

Skill:

Paragon

A class that exceeds all in combat against demonic creatures; Paragons wield charmed blades capable of dealing both physical and magical damage with a single attack. Paragons have good Attack, Magic Attack, and Magic Defense, with average Agility and Defense. They possess Skills that hinder enemies that increase in effect against demons.

Base MP: 30

MP Growth: 3

Base TP: 30

TP Growth: 3

Demonic Drain: The Paragon's blade drains power from the enemy, decreasing their Attack and increasing the Paragon's.* TP Cost: 30, Enemy Attack-2, Player Attack+2

Absorption: The Paragon stabs the enemy; if the enemy is a demon, they are killed instantly and their essence is absorbed to increase the Paragon's Magic Attack.* TP Cost: 60, 40 if facing demon, Magic Attack+3

Charmed Prison: The Paragon slashes around the enemy, trapping them inside of a magical cage that they cannot move or attack from.* TP Cost: 60, 30 if facing demon

Dull Glow: The Paragon's blade has a dull glow around it that illuminates dark areas; can cleave through darkness placed by demonic magic.* TP Cost: 10

Die Uhr Tickt: The Paragon unleashes a series of sword slashes with blinding speed that is lethal to demons and will paralyze an enemy it doesn't kill.* TP Cost: 70

Disarming Parry: The Paragon parries an enemy attack and then twists their blade around to disarm the enemy, lowering their Defense.* TP Cost: 30, Enemy Defense-3

Burning Skies: The Paragon forces flying demonic enemies to the ground. TP Cost: 20

Witchdoctor

A class that carries a skull staff with them everywhere; they use red magic and some healing magic and can concoct potions; Witchdoctors have low Agility and average Magic Attack and Magic Defense. They have Skills that hinder enemies and support allies.

Base MP: 40

MP Growth: 6

Base TP: 20

TP Growth: 5

Evil Ward: The Witchdoctor wards off evil magic from an ally, preventing them from being afflicted with status ailments by enemy magic.* TP Cost: 30

Rain Dance: The Witchdoctor performs a rain dance that causes it to rain, healing allies.* TP Cost: 30

Weakness Totem: The Witchdoctor sets down a totem that decreases an enemy's Defense and Magic Defense.* TP Cost: 40, (Magic)Defense-5

Taboo: If the Witchdoctor's last action was a critical failure, their bad luck will spread to an enemy and the enemy will also suffer a critical failure.* Passive

Skill:

Disenchant: The Witchdoctor removes stat boosts from enemies that were given to them by allying enemies.* TP Cost: 50

Silenced Aura: The Witchdoctor exudes an aura that negates the effects of enemy skills that inflict debuffs or status ailments. Passive

Lancer

A class that wields a lance or spear in battle without the use of a mount; they have trained to use the spear as a whole rather than just the stabbing tip of it; they have good Agility and Attack with average Defense and low Magic Defense; their Skills hinder enemies and increase their own abilities.

Base MP: 0

MP Growth: 4

Base TP: 40

TP Growth: 6

Seal Defense: The Lancer seals their Defense stat, preventing it from being lowered by enemies.* TP Cost: 50

Lance Lunge: The Lancer lunges forth with their lance and pins the targeted enemy in place while also dealing damage.* TP Cost: 70

Impale Rush: The Lancer surges forth stabbing forwards with their lance at incredible speeds.* TP Cost: 60

Quixotic: The Lancer decreases the TP Cost for one ally but also for one enemy.* TP Cost: 50, TP Cost-20%, Enemy TP Cost-20%

Underdog: The Lancer gains an increase in Agility and Defense if the enemy's Attack is higher than theirs by at least 4.* Passive, Agility+4, Defense+4

Aptitude: The Lancer gains an increase in stats when they level up.* Passive, Attack+3, (Magic)Defense+4, Agility+2

Winding Blow: The Lancer delivers a blow that leaves the target winded, lowering their Defense. TP Cost: 60, Enemy Defense-4

Warrior

A class that is skilled in hand-to-hand combat but also possesses a longsword; Warriors have average Attack and Agility with good Magic Defense and Defense. Warriors possess Skills that hinder enemies and support the party.

Base MP: 10

MP Growth: 1

Base TP: 50

TP Growth: 3

Fight with Honor: The Warrior gives a sword to an enemy and in exchange gets an increase in Attack.* TP Cost: 40, Attack+6

Colossus: The Warrior deals bonus damage with their attacks if the enemy has higher Attack or Magic Attack than them.* Passive

Rally Strength: The Warrior shouts a rallying cry that boosts the Attack of up to two allies.* TP Cost: 40, Attack+3

Galaxia Darkness: The Warrior throws their shadow onto the enemy and then executes a powerful sword slash.* TP Cost: 70

Skill:

Roughhouse Respect: The Warrior is respected by other rough-and-tumble kind of people, and can easily have a conversation with them or get information from them.* Passive

Skill:

Conquistador

A class that wields a Spanish saber and wears heavy armor; they have average Attack, low Agility, and good Defense, with average Magic Defense. They possess Skills that hinder enemies and increase their own stats.

Base MP: 10

MP Growth: 2

Base TP: 10

TP Growth: 6

Conquer: The Conquistador conquers a battlefield and enemy healing magic stops working.* TP Cost: 80

Skill:

Skill:

Equestrian: The Conquistador can quickly tame and develop a bond with a horse and even commandeer horses without resistance from the horse.* Passive

El Dorado: The Conquistador conjures up a large amount of gold seemingly from nowhere.* TP Cost: 100

Harquebus: The Conquistador fires off a harquebus to startle enemies, lowering their Defense.* TP Cost: 50, Enemy Defense-4

Armor Sheen: The Conquistador's armor sparkles with a metallic sheen that impresses people, and raises the Conquistador's Defense. TP Cost: 20, Defense+2

Rioter

A class that is as rambunctious as they come; carries around a chair to use as a weapon; Rioters are reckless and therefore have low Defense, good Attack, and average Agility with low Magic Defense. Rioters possess Skills that hinder enemies.

Base MP: 0

MP Growth: 0

Base TP: 30

TP Growth: 5

Property Damage: The Rioter can easily break property, including doors and walls, or even the weapons of enemies.* Passive

Mob Mentality: The Rioter can easily rouse civilians to take up arms and assist them in battle.* TP Cost: 70

Burning Passion: The Rioter grants an increase in Attack to an ally when in combat with law enforcement or soldiers.* Passive, Attack+4

Burning Hatred: The Rioter sets fire to an enemy that can spread to other enemies or even nearby objects or structures.* TP Cost: 60

Agitate: The Rioter agitates an enemy by insulting them or making rude gestures at them; the targeted enemy gains an increase in Attack but also suffers a decrease in Defense and a lower chance of hitting.* TP Cost: 50, Enemy Attack+4, Defense-6, Success Roll-4

Informal Protest: The Rioter protests the decrease of their allies' stats, and their allies' stats set back to normal.* TP Cost: 50

Have A Seat: The Rioter launches their chair at an enemy target to deal high damage to them from a range. TP Cost: 60

Chieftain

A class that possesses a tomahawk and blowgun, allowing them to attack from a wide array of ranges. Chieftains have average Attack and Agility with low Defense and high Magic Defense. Chieftains possess Skills that support the party and hinder enemies.

Base MP: 20

MP Growth: 3

Base TP: 30

TP Growth: 3

Skill:

Berserk Dart: The Chieftain fires a dart coated with a special poison that causes the target to go berserk.* TP Cost: 40

Spirit Animal: The Chieftain summons their spirit animal to assist them in battle. The spirit animal must be a specific animal of the player's choice, and will remain that animal for the remainder of the campaign. The spirit animal can use nature magic and has 60 health and 10 Magic Attack.* TP Cost: 50

Tunnel Vision: The first enemy the Chieftain attacks in battle will become the Chieftain's prime target; when attacking their prime target, the Chieftain will deal bonus damage.* Passive

Speak for the Trees: The Chieftain can converse with Ents and other tree-like creatures and even calm entish or other tree-like enemies in combat.* Passive

Weakness Totem: The Chieftain sets down a totem that decreases an enemy's Defense and Magic Defense.* TP Cost: 40, (Magic)Defense-5

Death Blow: The Chieftain delivers a deadly chopping maneuver with their tomahawk to a single enemy. TP Cost: 80

Lodestar

A class that is a member of a royal court that has a good grasp of how to wield a flamberge sword; Lodestars have good Attack and Defense with low Agility and very low Magic Defense. Lodestars possess Skills that increase the abilities of allies and support the party.

Base MP: 60

MP Growth: 3

Base TP: 30

TP Growth: 4

Ignis: Take half of the Lodestar's Defense and add it onto the damage of their next attack. TP Cost: 50

Dancing Blade: A graceful flurry of sword swings that hits an enemy multiple times.* TP Cost: 70

Skill:

Dual Guardsman: The Lodestar blocks an enemy attack directed at one of their allies; if successful, the Lodestar and the ally they guarded both level up before the end of the battle.* TP Cost: 80

Speedtaker: When the Lodestar defeats an enemy they gain an increase in Agility.* Passive, Agility+4

Ocean's Gray Waves: The Lodestar gains immunity to status ailments for five turns.* TP Cost: 50

Magnetism: The Lodestar whirls their blade around and it draws in nearby metallic objects such as gold or weapons. TP Cost: 60

Psion

A class that is skilled in the use of both energy and elemental magics, also has a glaive and chain for physical combat. Psions have good Magic Attack and average Attack, good Magic Defense, average Defense, and average Agility. Psions possess Skills that support the party and hinder enemies.

Base MP: 20

MP Growth: 5

Base TP: 10

TP Growth: 5

Thought Plant: The Psion mentally whispers a thought into the mind of a target; the target begins to think about the thing that was planted in their head, even if for but a brief moment; when the Psion reaches level 6, they can make the target think that they have an itch or a dull stinging pain somewhere on their body. At level 12, they can make the target think they heard someone call their name or say a single word. At level 18, they can make the target experience anxiety, fear, stress, or humor. At level 20, they can make the target suffer a mild headache. Targets with an Intelligence of 11 or higher will notice these sensations quickly and can roll to check if the sensation is legitimate or not; if they fail, the sensation will persist for another turn if in combat or for another minute if outside of combat.

PSI Magnet: The Psion erects a magic barrier of energy that absorbs enemy magic attacks and then heals the Psion.* TP Cost: 40

Magicant: The Psion reaches into a magical dimension and summons a Flying Sentinel.* TP Cost: 50

Mental Might: The Psion pulls some energy magic from their mind and throws it at an enemy.* Roll: 16

To The Moon: The Psion grabs an enemy and then uses their magic powers to hurl the enemy extremely far away, removing them from the battle.* TP Cost: 60

Starstorm: The Psion calls down a storm of energy meteors that damage all enemies on the field.* TP Cost: 50

Charge Magic: The Psion can choose to charge up their magic for a turn instead of attacking, and will increase their damage output the next time they attack with their magic. Passive, Attack Roll+1 each use

Trickster

A class that has a healing staff and a dagger; tricksters have average Attack and Defense with low Agility and high Magic Defense and good Magic Attack. Tricksters have skills that increase their own stats and hinder enemies.

Base MP: 30

MP Growth: 5

Base TP: 10

TP Growth: 4

Lucky Seven: The Trickster gains an increase in Magic Attack and Attack during the first seven turns of a battle.* Passive, (Magic)Attack+5

Pass: The Trickster can pass right through enemy lines, even well fortified ones, to get behind enemies.* Passive

Reverse Grip: The Trickster changes up their fighting style to throw the enemy off balance.* TP Cost: 35, Enemy Defense-3, Agility-2

Locktouch: The Trickster can pick any lock like it's nothing.* Passive

Make A Killing: If an enemy is killed during a battle the Trickster took part in, the Trickster will obtain twice as much gold as health points the fallen enemy had.* Passive

Savvy: The Trickster catches onto the target's plan and reverses the effects of the target's next action or roll.* TP Cost: 80

Skill:

Captain

A class that fights in hand-to-hand combat; captains hold the respect of many aspiring soldiers. Captains have high Attack and Agility but all of their other stats are low. They possess skills that hinder enemies.

Base MP: 0

MP Growth: 2

Base TP: 50

TP Growth: 3

Patriotism: The Captain gains an increase in stats when fighting for their nation.* Passive, Attack+2, Defense+5, Agility+2

Knee of Justice: The Captain delivers a powerful knee attack to an enemy.* TP Cost: 70

Show Your Moves: The Captain challenges an enemy to use one of their Skills on the next turn.* TP Cost: 40

Pass Along: The Captain passes along their secrets to an ally when they fall in battle.* Passive, Attack+6, Defense+3, Agility+6

Make An Entrance: When entering a new location, the Captain will get an increased chance to critical hit.* Passive, Critical Hit roll set to 16

Rally Defense: The Captain shouts a rallying cry that increases the Defense of nearby allies.* TP Cost: 40, Defense+4

Skill:

Breaker

A class designed to break through the defense of enemy lines and cause disarray among them; wielding a sword or axe, the Breaker has good Attack, average Agility and Defense, and low Magic Defense. Breakers have skills that hinder enemies.

Base MP: 30

MP Growth: 1

Base TP: 40

TP Growth: 3

Blade Beam: The Breaker sends out a projectile energy beam from their blade at the enemy.* TP Cost: 50

Buster: The Breaker smashes clean through the enemy defenses, lowering the defense of two enemies.* TP Cost: 50, Enemy Defense-9

Mimic Voice: The Breaker can mimic the voice of anybody they've heard.* Passive

Limit Break: The Breaker goes into Limit Break mode, increasing their own stats significantly and making the Blade Beam skill double in damage.* TP Cost: 70, Attack+5, (Magic)Defense+6, Agility+4

Summon Materia: The Breaker can use one summoning magic tome of their choice.* TP Cost: 80

Skill:

Skill:

Butler/Maid

A class that serves the wealthy or royalty, Butlers have healing staves and kunai to use in battle. Butlers have average Magic Attack, Magic Defense, and Attack, good Agility, and low Defense. Butlers have skills that support the party and increase their own abilities.

Base MP: 30

MP Growth: 6

Base TP: 30

TP Growth: 2

Live to Serve: When healing allies, the Butler heals back as much health as the ally does.* Passive

Silver Platter: If the Butler gives food in their inventory to an ally, the food will give the ally a boost in Agility in addition to healing when consumed.* Passive, Agility+2

Dust Up: The Butler uses a duster to cause a target to sneeze uncontrollably; inflicts Daze on enemies.* TP Cost: 20

Bow of Honor: The Butler respectfully bows to an enemy when combat begins, giving a stat boost to an ally.* Passive, Magic Defense+2

Royal Presence: When in the presence of royalty the Butler gains an increase in Magic Attack, allowing them to heal more.* Passive, Magic Attack+4

Undying Service: If the Butler falls in battle, an ally will get healed at the start of each turn for the next five turns.* Passive

Skill:

Wraith

A class of mysterious beings that some people think don’t exist, Wraiths are quiet and cold, delivering death to those whose times have come. Wraiths wield scythes and can use death magic and have high Attack, good Agility and Magic Defense, average Magic Attack, and poor Defense. Wraiths possess skills that hinder enemies.

Base MP: 70

MP Growth: 2

Base TP: 10

TP Growth: 5

Death Walker: The Wraith is able to walk the fine line between life and death, and as such is immune to death magic.* Passive

Reap and Sow: The Wraith gains an increase in Special Attack and Defense if an ally falls in battle.* Passive, Special Attack+3, Defense+5

Deadly Stroll: The Wraith strides forth among enemy ranks and executes a whirling scythe attack that damages up to three enemies and instantly kills one of them.* TP Cost: 100

Time Hasn’t Come: The Wraith prevents one ally from falling when they are hit with an attack that would otherwise be lethal.* TP Cost: 20

Shade Phase: The Wraith becomes intangible, and can pass through walls or objects and automatically evade enemy attacks for one turn when used in combat. TP Cost: 10

Phantom Strike: The Wraith executes an attack that sets an enemy’s health to 1 but causes the Wraith to take 50 damage as a result.* TP Cost: 40

Undead Council: The Necromancer can confer with the undead or spirits.* Passive

War Magus

A class of warrior mages who wield a sword and staff in battle and can use light and non-energy magic; War Magi have good Attack and Magic Attack, low Agility, average Defense, and poor Magic Defense. War Magi possess Skills that support the party and hinder enemies.

Base MP: 20

MP Growth: 4

Base TP: 20

TP Growth: 5

War Heal: The War Magus heals an ally once and then once again when it is that ally's turn.* TP Cost: 40

Warmight: The War Magus raises the Attack of a single ally.* TP Cost: 30, Attack+4

Rockskin: The War Magus raises the Defense of a single ally.* TP Cost: 30, Defense+4

Random Disease: The War Magus inflicts a random status effect on a single enemy target.* TP Cost: 40

Skill:

Bindcut: The War Magus executes an attack that will bind the enemy in place if they are currently inflicted with a status ailment.* TP Cost: 40

Ailing Slash: An offensive skill that will deal damage, and deal even more damage if the enemy is inflicted with a status effect.* TP Cost: 40

Enforcer

A class of special forces that are typically high-ranking officials, Enforcers wield dual whip blades as their weapons of choice. Enforcers possess high Agility, good Attack, and average Defense and Magic Defense. Enforcers possess Skills that hinder enemies and increase their own abilities.

Base MP: 5

MP Growth: 3

Base TP: 40

TP Growth: 5

Radiance Strike: The Enforcer unleashes several powerful whip strikes that hit up to three enemies and inflict Paralysis on one of them.* TP Cost: 60

Blaze Lash: The Enforcer lashes a single enemy; that enemy is forced to only focus their attacks on the Enforcer for the remainder of battle.* TP Cost: 40

Memory Storm: The Enforcer uses a special whip maneuver that sharpens their mind, raising their accuracy.* TP Cost: 30, Success Roll+5

Imperial Swift: The Enforcer's high rank grants an ally increased Agility.* TP Cost: 10, Agility+3

Break Them Upon Me: The Enforcer steels themselves to take a blow; the next enemy attack on them will hit, but the enemy's weapon will break and be useless to them; does not work on magic tomes or other magical weapons.* TP Cost: 60

Willshatter: The Enforcer breaks the will of an enemy, inflicting them with Berserk.* TP Cost: 40

Hellfire Welts: The Enforcer lashes themselves to build up welts and toughen their skin, increasing their Defense.* TP Cost: 20, Defense+3

Wyvern Knight

Slower, tankier variants of the Pegasus Knight, Wyvern Knights fight upon draconic mounts. They wield halberds and poleaxes in battle. Wyvern Knights have average Agility, high Defense, good Attack, and poor Magic Defense. They possess Skills that hinder enemies and support the party.

Base MP: 0

MP Growth: 4

Base TP: 50

TP Growth: 4

Ferry: The Wyvern Knight can ferry a single ally from one location to another. Passive

Outdoor Fighter: The Wyvern Knight has better Agility when in combat outside.* Passive, Agility+3

Flame Breath: The Wyvern Knight's mount breathes fire on two enemy targets. TP Cost: 70

Luna Pierce: The Wyvern Knight breaks an enemy's armor, severely lowering their Defense.* TP Cost: 60, Defense-10

Dracoheart: The Wyvern Knight is able to read draconic text and speak the draconic languages, and can also calm aggravated dragons and other draconic beings.* Passive

Horn of Dragons: The Wyvern Knight blows on a horn, creating a sound that causes up to four enemies to cower in fear, inflicting them with Daze.* TP Cost: 50

Fortitude: The Wyvern Knight gets a 20 HP increase upon levelling up.* Passive

Blade Dancer

Blade Dancers are dancers who have involved the use of dual-wielded blades in their performances, able to weave in and out of enemy defenses gracefully while attacking with a whirlwind of steel. Blade Dancers have good Agility and Attack, low Defense, and poor Magic Defense. Blade Dancers possess Skills that support allies and hinder enemies.

Base MP: 20

MP Growth: 3

Base TP: 40

TP Growth: 5

Dance Show: The Blade Dancer dances for a crowd or audience to gain items or gold.* TP Cost: 10

Steel Whirlwind: The Blade Dancer executes a spinning blade maneuver that damages all enemies. TP Cost: 70

Special Dance: The Blade Dancer uses a special dance that allows an ally to make a second action during player phase before enemy phase begins.* TP Cost: 50

Eclipse Blade: The Blade Dancer dances around enemy attacks, evading all attacks during enemy phase, and then on the next turn executes an attack on two enemies. TP Cost: 60

Light Feet: The Blade Dancer is light on their feet and so will not stumble or fall, and cannot have their Agility lowered by enemy skills. Passive

Sword Step: The Blade Dancer performs a dance that increases the critical chance for a single ally. TP Cost: 40, Critical Roll set from 20 to 16

Battleweave: The Blade Dancer evades an enemy attack and then lowers the enemy's Defense. TP Cost: 30

Monk

Monks are a special class of martial artists who are typically pacifists who only attack in self-defense. They are skilled in hand-to-hand combat and know several special combat techniques. Monks have good Attack and Magic Defense, poor Defense and average Agility. Monks possess Skills that support the party and hinder enemies.

Base MP: 40

MP Growth: 3

Base TP: 0

TP Growth: 5

Pacifism: If the Monk does not attack until an enemy attack is directed at them, an ally will gain a stat boost for each turn the Monk does not attack. Passive, Attack+2 each turn until targeted by enemy

Numbshock Fist: The Monk executes a special punching technique that makes the target go numb, inflicting them with Paralysis. TP Cost: 30

Viper Strike: The Monk jabs the enemy with their hand, somehow afflicting the enemy with Poison. TP Cost: 30

Tiger Hold: The Monk grabs the enemy with two fingers; although it seems harmless, the hold will inflict 10 damage on an enemy if they try to escape, and while in the hold they cannot flee. TP Cost: 30

Alignment: The Monk's body, mind, and soul come into alignment, and they temporarily receive healing at the start of each turn in addition to a boost in Attack. TP Cost: 50, Attack+4

Astral Journey: The Monk is able to take on an astral form and leave their body. While in this astral form, they cannot interact with physical matter; they can pass through physical objects, walls, floors, and barricades. They can physically touch magic barriers and energies, and subtly influence the behaviors of fire, wind, and electricity. They can telepathically send thoughts to others while in this form. While in this form, they cannot attack, and will suffer damage from magic attacks while all physical attacks will miss. They are able to instantly teleport back to their body at any time. TP Cost: 10

Ki Charge: The Monk harnesses spiritual energy to convert it into a magical attack on a single target; uses Monk's Attack stat and enemy's Magic Defense stat. TP Cost: 50

Eldritch Blade

Eldritch Blades are a magic-using class that command arcane magic alongside the use of a blade. Eldritch Blades have average Attack and Magic Attack, good Magic Defense, poor Defense, and low Agility. They possess Skills that hinder enemies.

Base MP: 30

MP Growth: 5

Base TP: 40

TP Growth: 3

Darkblade Jinx: The Eldritch Blade places a curse on an enemy's weapon that causes the enemy's weapon to backfire if they roll higher than a 12 when attacking. TP Cost: 50

Final Masquerade: The Eldritch Blade dons a mask of magic energy and then, wrapping their blade in arcane forces, unleashes a lethal attack on all enemies; all allies of the Eldritch Blade receive debuffs to stats. TP Cost: 60, (Magic)Attack-6, (Magic)Defense-6

Veil of Darkness: The Eldritch Blade wraps a curtain of shadows about themselves, inflicting themselves with Blind, and then throws it onto an enemy, inflicting them with Blind as well. TP Cost: 30

Faded Sun: The Eldritch Blade lowers an enemy's defensive stats when battling at night. Passive, (Magic)Defense-4

Lotus Gift: The Eldritch Blade gifts a lotus flower to an enemy; the enemy is healed for 50 health, but is unable to flee or escape from battle and also becomes afflicted with Sleep. TP Cost: 20

Empty Moment: The Eldritch Blade evades an enemy attack and then executes a counterattack. TP Cost: 60

Genesis Saber: The Eldritch Blade rains down arcane meteors upon an enemy while executing several blade slashes. TP Cost: 70

Sub-Classes

Mercenary

A class that wields a sword and small shield; Mercenaries have overall balanced stats, being equipped for nearly any problem but not exceeding in any department either. Mercenaries have Skills that can bolster their stats temporarily; Mercenaries enjoy fighting in exchange for pay but will gladly fight for their own reasons as well.

Base TP: +10

Monetary Motivation: When promised money in exchange for a deed, the Mercenary gains an increase in stats.* Passive, Player Attack+6, Defense+4, Agility+5

Skill:

Riposte: When under attack from an enemy, the Mercenary gains a slight boost in Attack.* TP Cost: 20, Player Attack+3

Aether: A flying sword attack that inflicts heavy damage to enemy armor; is deadly on critical hit.* TP Cost: 50

Quick Draw: The Mercenary moves quick as lightning to unsheathe their blade and strike the nearest enemy.* TP Cost: 60

Double Agent: The Mercenary can convince an enemy leader to hire their services in order to get behind enemy lines.* TP Cost: 30

Vantage: When health is lower than half, the Mercenary will attack any enemies that target them during enemy phase for half as much damage as the enemy deals.* Passive

Corsair

A class that excels in combat on the sea, possessing Skills that increase their stats and hinder enemies that have enhanced effects when fighting at sea. Corsairs wield a cutlass and pistol in battle and have good Attack and Agility with good Magic Defense but poor Defense.

Base TP: +7

Sea Legs: The Corsair gains an increase in Agility while at sea.* Passive, Agility+5

Parrot Pal: The Corsair can release a parrot to survey from the skies.* TP Cost: 20

Treasure Map: The Corsair can locate hidden or buried treasures thanks to their map.* Passive

Ratline: The Corsair hurls out a ratline to entangle an enemy; can entangle multiple enemies while at sea.* TP Cost: 40, Enemy Agility-3

Spyglass: The Corsair can see great distances with their spyglass, seeing even farther when at sea.* TP Cost: 5

Ship Shape: The Corsair gets increased Defense and Magic Defense; when at sea the Corsair will also heal back some health when this Skill is used.* TP Cost: 10, (Magic)Defense+6

Cannon Broadside: As long as they are not too far inland, the Corsair can call upon their ship to bombard multiple enemies with cannonballs.* TP Cost: 80

Blacksmith

A class that uses a hammer in battle; they have low Attack and Agility but good Defense; their Skills can increase the attack of allies that wield swords, lances, axes and the like.

Base TP: +8

Forge: The Blacksmith sets to work tending to and sharpening the weapons of allies to increase their Attack in the next battle.* Roll: 3

Protective Smock: The Blacksmith takes less damage from fire-based attacks due to their protective smock.* Passive

Armory Regular: The Blacksmith can get reduced prices on weapons at armories.* Roll: 6

Soot-Spread: The Blacksmith releases soot from their clothes when attacked that makes the assailant more likely to miss the next time they attack.* Roll: 10

Anvil Smash: The Blacksmith hurls an anvil at enemies to attack them.* Roll: 14

Dent Pounder: The Blacksmith pounds out dents in weapons to make them move through the air more efficiently, making them less likely to miss.* Roll: 8, Attack Success Roll set to 4 as the minimum to hit an enemy instead of 6 for one ally

Heat Weapon: The Blacksmith heats up their hammer to burn an enemy they attack.* Roll: 10

Hunter/Pathfinder

A class that wields a small bow and some knives that allow them to fight from a distance or in close quarters; they have Skills that lets them hinder enemies and track enemies; they have low Attack and Defense but high Agility.

Base TP: +9

Skilled Tracker: The Hunter is able to track down all kinds of creatures from even the most minute of signs.* Roll: 3

Hunter Snare: The Hunter sets down a snare that immobilizes enemies that set foot on it.* Roll: 6

Trailblazer: The Hunter is able to uncover hidden paths to take.* Roll: 4

Pathfinder: The Hunter can detect when shortcuts are near through some sort of sixth sense.* Passive

Game Catcher: The Hunter can easily catch native game for food.* Roll: 5

Bear Trap: The Hunter sets down a bear trap that immobilizes enemies stuck in it for a while and then decreases their Agility afterwards whilst also dealing damage to them.* Roll: 8, Enemy Agility-4

Poison Immunity: The Hunter is immune to being poisoned and taking damage from poisons.* Passive

Seer

A Support class that can see the future, which proves invaluable in battle as they can use Skills that allow them to warn allies of incoming enemy attacks; Seers have very low Attack but good Defense and Agility.

Base MP: +5

Base TP: +8

Vision: The Seer sees a vision of the future and warns allies of incoming danger.* Roll: 11

Magic Eyes: The Seer can see things that are invisible to others and can even peer into other dimensions.* Passive

Mystic Eyes: The Seer is able to see through illusions and hallucinations created by enemy magic.* Roll: 6

Magic Tracks: The Seer can track magic-users by looking for clues in magical residue and remnants.* Passive

Preparedness: When warning an ally of an incoming attack, the ally's success rate goes up and their Skills require lessened roll requirements to be used.* Passive, Success Rate+4, Skill Roll Requirement-4

Vision Shield: The Seer uses a magic shield that protects nearby allies from attacks across all of time.* Roll: 10, (Magic)Defense+5

Purge Skills: The Seer nullifies the effects of enemy passive skills.* Roll: 4

Noble/Lady/Lord

A class that wields a saber in battle; they possess Skills that support allies and increase the stats of allies. Nobles have all around stats, similar to the Mercenary class, but having high Magical Defense in exchange for lower Defense.

Base MP: +3

Base TP: +7

Shield Breaker: A powerful sword stab attack that shatters enemy defenses.* Roll: 13, Enemy Defense-8

Dancing Blade: A graceful flurry of sword swings that hits an enemy multiple times.* Roll: 10

Noble Blood: The Noble grants stat boosts to nearby allies through their noble blood. Passive, Attack+2, Defense+3

Counter: The Noble counters an enemy attack with an attack of their own.* Roll: 12

Royal Audience: The Noble can request an audience with royalty and have a very low chance of being rejected.* Roll: 3

Seize: The Noble can seize a gate or throne in a castle to give allies in or near the castle/fortress terrain boosts.* Roll: 8, (Magic)Attack+4, Defense+3, Agility+1

Dolphin Slash: The Noble does a leaping upwards slash that can carry them to higher ground or rooftops nearby.* Roll: 10

Baker

A Support class that uses kitchen items in battle and can give baked foods to allies to heal them and grant stat boosts; has low Attack, good Defense and Agility, and has Skills that can increase the stats of allies and their own abilities.

Base TP: +12

Rations: The Baker has a surplus of rations in their possession, and eats one or gives one to an ally to heal back health and also grant a slight stamina boost temporarily.* Roll: 5, Staminax1.2

Cook Food: The Baker cooks food, cooking raw foods or combining multiple ingredients to create a stat-boosting food item that can be given to allies.* Roll: 8

Sugar Rush: The Baker gives a sugary pastry to an ally that greatly increases their Agility for some time but then decreases their agility afterwards.* Roll: 8, Agility+9, afterwards Agility-5

Bake Food: The Baker bakes food, creating a food item that can be shared among multiple allies and grants abilities.* Roll: 13

Spice Up: The Baker adds some spice to their foods to accentuate the flavor and remove a negative status effect or debuff from the person who eats it.* Roll: 12

Spoiled Food: Food that the Baker doesn't give to others or consume before a given time spoils and can then be thrown at enemies to inflict poison damage.* Roll: 10

Hot Potato: The Baker makes a hot potato that heals the person who holds it but then must be passed to another person.* Roll: 6

Dancer

A Support class that can use special dances to invigorate allies and increase their stats; Dancers have high Agility but low Defense; they have average Attack but low Magic Defense, and wield a knife in battle. Dancers can use Skills to support allies and increase their own stats.

Base MP: +5

Base TP: +8

Special Dance: The Dancer uses a special dance that allows an ally to make a second action during player phase before enemy phase begins.* Roll: 9

Graceful Dance: A graceful dance that grants a boost in Defense and Magic Defense to one ally.* Roll: 16, (Magic)Defense+8

Dance Show: The Dancer dances for a crowd or audience to gain items or gold.* Roll: 8

Ribbon Dance: The Dancer performs a dance that gives boosted Agility to two allies.* Roll: 12, Agility+3

Quick Step: The Dancer performs a fast-paced dance that increases the effects of their other dances.* Roll: 14

Blissful Dance: The Dancer performs a blithe dance to remove status ailments from allies.* Roll: 14

Light Feet: The Dancer is light on their feet and so will not stumble or fall, and cannot have their Agility lowered by enemy skills.* Passive

Spy

A class that specializes in stealth, infiltration, and gathering information about enemies; they possess Skills that increase their own abilities and increase the abilities of their allies. Spies have low Attack and Defense but high Agility and Magic Defense; they carry a small club as their only means of attack.

Base TP: +10

Interrogate: The Spy is able to coerce information from nearly anyone with secret interrogation methods.* Roll: 2

Cloak Turn: The Spy wraps themselves in their cloak, becoming invisible to enemy eyes for a short time; after the Skill wears off, the Spy executes a powerful sneak attack on nearby enemies.* Roll: 12

Infiltration: The Spy is able to infiltrate even the most impregnable of fortresses or buildings.* Passive

Nimble: The Spy is so nimble and light on their feet that they can avoid critical failures during combat.* Passive

Lockpick: The Spy can pick locks on doors, cells, cages, or chests with their bare hands.* Roll: 3

Under the Nose: The Spy can hide right under someone's nose and be completely unnoticed.* Roll: 4

Attention to Detail: The Spy can recall even the most minute of details about a person, place, object, or plan.* Passive

Gambler

A class that uses cards and gold to get information from people; Gamblers have a small amount of magic ability that allows them to levitate their cards, which they use in battle in addition to a sword; their Attack and Magic Attack is average but their Defense and Magic Defense is lacking, with them having high Agility. Gamblers have Skills that hinder enemies and support allies.

Base MP: +4

Base TP: +8

Bribe: The Gambler can bribe people into doing certain things or giving up information.* Roll: 4

Bet Maker: The Gambler makes a bet with someone in a game of cards, and if the Gambler wins, the loser of the bet will give them information.* Roll: 10

Coin Flip: The Gambler flips a coin; if they get the side they called, they will know luck is on their side and unleash a devastating attack; if not, they will have a decrease in Defense.* Roll: 10, Defense-2 if failed

Bluffer: The Gambler can call an enemy's bluff in combat to make them uncertain of their next move, suffering a decrease in Agility.* Roll: 13, Enemy Agility-4

Trap Card: The Gambler lays down a trap card on the battlefield that activates when an enemy steps on it, immobilizing that enemy.* Roll: 11

Gambit: The Gambler takes a gambit and goes in for an all-out attack; if the attack fails, the Gambler will take heavy recoil damage, but allies will receive stat boosts.* Roll: 13, (Magic)Attack+6, (Magic)Defense+4, Agility+2

Loaded Dice: The Gambler switches the Gamemaster's dice for loaded ones that make them roll higher numbers for one turn.* Roll: 12, Success Rolls+9, Attack Rolls+4

Augur

A Support class that uses items looted from fallen enemies to create potions that will increase the stats and abilities of their allies the next time they fight that type of enemy; Augurs have Skills that support the party and increase their own stats. In battle Augurs wield horns and fangs of defeated enemies as weapons; Augurs have low Defense and Agility, good Attack, and high Magic Defense.

Base MP: +11

Base TP: +2

Spirit Cloak: The Augur is surrounded by a cloak of spiritual energy that makes them harder to hit.* Roll: 10

Natural Awareness: Studying the environment around them, the Augur senses a good omen that grants a boost in Magic Attack and Magic Defense to allies.* Roll: 12, Magic Attack+3, Magic Defense+3

Riddle Weaver: The Augur weaves a riddle that baffles or confuses people and makes them forget about a conversation or question they asked.* Roll: 4

Harvest: The Augur harvests the innards of a defeated creature and creates a potion that will grant the whole party a small stat boost the next time they face that kind of creature.* Roll: 8, (Magic)Attack+1, (Magic)Defense+1, Agility+1

Oracle: The Augur converses with an oracle to heal back some lost health.* Roll: 16

Wormtongue: The Augur uses words of magic to turn an enemy to their side until the end of the battle.* Roll: 13

Chant: The Augur takes up a haunting chant that makes all enemies uneasy and decreases their stats.* Roll: 12, Enemy (Magic)Defense-3, Agility-2

Jailer

A class that wields a ball and chain in battle, Jailers are in their element in dungeons and their Skills are enhanced when located in them; their Skills hinder enemies and increase their own abilities. Jailers have low Agility, good Defense, and high Attack.

Base TP: +8

Shackle: The Jailer shackles an enemy in place, preventing them from moving.* Roll: 12

Dungeon Instinct: The Jailer can sniff out traps or dead ends in dungeons.* Passive

Wrecking Ball: The Jailer does a whirling attack with the ball and chain that hits all enemies.* Roll: 14

Prison Food: The Jailer gives prison food to an enemy; the enemy is healed a small amount but also suffers a decrease in Attack and Agility.* Roll: 6, Enemy Attack-4, Agility-3

Confine: The Jailer places an enemy in confinement, preventing them from being healed or receiving buffs from other enemies.* Roll: 10

Jailer Key: The Jailer can unlock doors in dungeons.* Passive

Salvage: The Jailer salvages as much as they can in dungeons, and after a battle will acquire a weapon item.* Passive

Farmer

A class that wields a pitchfork in battle; they have low Attack and Defense with good Agility; Farmers are able to till the terrain and harvest crops using their Skills, which can hinder enemies and support allies.

Base TP: +12

Terrain Tiller: The Farmer tills the terrain and grants better traction on the ground for allies.* Roll: 9, Agility+2

Crop Harvest: The Farmer harvests crops that are given to allies.* Roll: 12, (Magic)Attack+4, Defense+1, Agility+2

Commoner: The Farmer is well-liked among the common folk and is comfortable talking to them, having a very easy-going conversation.* Passive

Irrigation: The Farmer digs irrigation trenches to move water around the field...if only there was some water to fill them.* Roll: 11, Enemy Agility-2

Early To Rise: The Farmer is used to waking up early to begin a day of work, so effects of sleeping spells and the like will last half as long as usual on the Farmer.* Passive

Lon Lon Milk: The Farmer gives some Lon Lon Milk to an ally which raises their Magic Attack and Magic Defense.* Roll: 10, Magic Attack+6, Magic Defense+6

Fertilizer: The Farmer throws a fertilizer at an enemy that stinks so badly that the enemy flees.* Roll: 14

Sherpa

A class that exceeds others in mountainous environments since they are able to nimbly and quickly navigate such places without stumbling; Sherpa use harpoons in battle and have good Attack and Defense with high Agility. Sherpa have Skills that increase the abilities of allies and hinder enemies that are enhanced when in mountainous locations.

Base TP: +9

Climber: The Sherpa is an expert climber and cannot have their Agility lowered when fighting in the mountains; they are also able to scale walls or buildings that others have trouble with.* Passive

Guide: The Sherpa can easily guide allies through mountains, and so allies will have increased Agility when fighting on mountains.* Passive, Agility+2

Bundled Up: The Sherpa is resistant to cold or ice-based attacks and magic.* Passive

Avalanche: The Sherpa blows on a bugle that causes a large amount of snow to fall onto some enemies; one enemy is frozen and unable to move for some time.* Roll: 14

Thin Ice: The Sherpa has little patience, and if their Defense or Agility gets lowered their Attack will increase by the same amount their other stats were decreased.* Passive

Belay: The Sherpa can tie a belay line between themselves and an ally to share stat boosts that the ally receives, including healing, but will also share status ailments that the ally is afflicted with.* Roll: 14

Icebreaker: The Sherpa gets to know an enemy and profiles any weaknesses they have.* Roll: 11

Trader

A class that rides on a horse that has been bred to traverse the desert sands; Traders have great negotiating skills and can often get information or useful items from others through trade; Traders wield a scimitar in battle and have good Attack and Defense and good Agility, with increased stats and Skill effectiveness when in a desert. Traders have Skills that can increase the abilities of allies.

Base TP: +10

Haggle: The Trader haggles with merchants or shopkeepers to get information.* Roll: 3

Negotiate: If the enemy seems reasonable, the Trader can attempt to diplomatically negotiate with them to end the battle peacefully.* Roll: 6

Sandstorm: If in the desert, the Trader places a curse on the enemy that makes a sandstorm blow through and blind them.* Roll: 8

Profiteer: If the Trader delivers the killing blow on an enemy, that enemy will drop more loot.* Passive

Supply Convoy: The Trader stores healing potions in their convoy and fishes one out to give to an ally for healing.* Roll: 8

Bribe: The Trader can bribe people into doing certain things or giving up information.* Roll: 4

Mirage: The Trader creates a mirage that inflicts Blindness on an enemy.* Roll: 9

Interpreter

A class that is fluent in nearly all languages, Interpreters are capable of speaking to people that use different languages and negotiating with them; Interpreters are unarmed and so they have extremely low Attack and Defense stats, but they have good Agility and Magic Defense. Interpretors have Skills that can hinder enemies and support allies.

Base TP: +5

TP Growth: +1

Linguist: The Interpreter can learn nearly any language, the only exception being ancient runes.* Passive

Negotiate: If the enemy seems reasonable, the Interpreter can attempt to diplomatically negotiate with them to end the battle peacefully.* Roll: 6

Broker: The Interpreter can broker a peace treaty between themselves and enemies, ending a battle peacefully, but only if the enemies are intelligent beings that are not evilly aligned.* Roll: 12

Translate: The Interpreter translates documents written in other languages.* Roll: 2

Wordsmith: The Interpreter speaks special magic words that create a barrier from attack around them.* Roll: 5

Orator: The Interpreter is well-practiced in giving speeches, and gives a speech to uplift morale.* Roll: 4, Attack+1, Defense+2, Agility+2

Voice Carrier: The Interpreter's voice can carry over extremely great distances, perfect for sending messages to people far away.* Passive

Cultist

A class that follows a cult; the cultist arms themselves with a dagger and some dark magic to use in combat; they have low Attack and Defense, average Magic Attack and Magic Defense, and good Agility. Cultists possess Skills that increase their stats and hinder enemies.

Base MP: +12

Base TP: +3

Brainwash: The Cultist brainwashes an enemy to attack other enemies.* Roll: 13

Blood Moon: The Cultist gains an increase in Attack and Magic Attack when fighting at night.* Passive, (Magic)Attack+4

Chant: The Cultist takes up a haunting chant that makes all enemies uneasy and decreases their stats.* Roll: 12, Enemy (Magic)Defense-3, Agility-2

Harvest: The Cultist harvests the innards of a defeated creature and creates a potion that will grant them a small stat boost.* Roll: 8, (Magic)Attack+2, (Magic)Defense+2, Agility+2

Bloodlust: The Cultist gets an increase in Attack if the last attack they used killed its target.* Passive, Attack+4

Zeal: The Cultist's zealous nature increases their stats when they near death.* Passive, (Magic)Attack+6, (Magic)Defense+5, Agility+4

Sacrifice: The Cultist sacrifices a small portion of their health in exchange for stat boosts.* Roll: 3, Current Health-20, (Magic)Attack+5, Defense+4, Agility+3

Tactician

A class that studied war strategy and tactics and can quickly lay out a battle plan or analysis. Tacticians have overall average stats, but with low Agility and good Magic Attack; Tacticians wield swords and elemental magic in battle. Tacticians have Skills that support the party, hinder allies, and increase stats of allies.

Base MP: +8

Base TP: +5

Battlefield Analysis: The Tactician quickly surveys the battlefield and points out to allies where advantageous positions are located and making allies more battle-ready.* Roll: 3, Attack+3, Defense+2

Portable Library: The Tactician is able to pull up information on any enemy in order to help allies make more educated decisions.* Passive

Checkmate: The Tactician's patented battle technique, they unleash a powerful sword attack on an enemy.* Roll: 16

Confidence: The Tactician always makes sure to plan for the worst, and if an ally is hit with a lethal attack, their health will merely go down to 1 instead of being killed.* Roll: 10

Advice: The Tactician advises an ally in battle, increasing their stats.* Roll: 7, (Magic)Defense+3

Hard Read: The Tactician reads an enemy's attack, and the next enemy attack on the Tactician or an ally will miss.* Roll: 15

Levin Sword: The Tactician summons a Levin Sword to their hand, a sword that has magical properties, allowing it to deal both physical and magical damage to enemies; the Levin Sword will break after ten uses.* Roll: 12

Gatekeeper

A class that excels at keeping gates and passageways guarded and is able to easily manipulate a choke point into putting an enemy at even more of a disadvantage; they can also reinforce gates and other doorways. Gatekeepers have high Defense and Magic Defense, good Attack, and average Agility. They possess Skills that hinder enemies and support the party and wield a halberd or polearm in battle.

Base TP: +8

Reinforce: The Gatekeeper reinforces a gate or doorway to keep creatures on the other side of the door from passing through it for another two turns.* Roll: 3

Claustrophobe: The Gatekeeper decreases stats of enemies when fighting in a choke point.* Passive, Enemy Attack-5, Defense-4, Agility-5

Confine: The Gatekeeper places an enemy in confinement, preventing them from being healed or receiving buffs from other enemies.* Roll: 10

Keeper Rush: The Gatekeeper rushes forth with a flurry of stabbing attacks into an enemy.* Roll: 12

Gateway Circle: The Gatekeeper sets down a magic circle that enemies cannot leave or enter.* Roll: 14

Welcome Mat: The Gatekeeper removes a status ailment or debuff from an enemy but also prevents them from using any magic or their own Skills.* Roll: 8

Magic Door: The Gatekeeper can create a magic door in any wall that will allow passage in or out of the building the magic door is created on.* Roll: 6

Scholar

A class that thirsts for knowledge and enjoys sharing it with others; Scholars wield elemental, light, and energy magic in battle and have good Magic Attack and average Magic Defense though their other stats are all quite low; the Scholar, as a student, is able to learn a Skill from an ally; Scholars possess Skills that support the party and increase their own stats.

Base MP: +9

Base TP: +4

Learn Skill: The Scholar learns the Skill of an ally that replaces this one.

Know-It-All: The Scholar learns another type of magic outside of the ones they already know.* Passive

Polyglot: The Scholar learns a language of their choice.* Passive

Pen is Mightier: The Scholar gains an increase in stats when fighting enemies that wield physical weapons.* Passive, Magic Attack+3, Magic Defense+3, Agility+2

Studies: The Scholar studies how to increase ally stats and then does so.* Roll: 10, Attack+4, (Magic)Defense+4

Bookmark: The Scholar bookmarks an ally's stats to prevent their stats from being lowered.* Roll: 11

Student Loan: The Scholar loans some of their stats to an ally.* Roll: 8, Player Magic Attack-5, Magic Defense-5, Ally Magic Attack+5, Magic Defense+5

Architect

A class that brings a chisel and parchment with them everywhere; they have low Attack and Agility but good Defense; Architects can strengthen existing structures or create new ones to use as defensive means. They possess Skills that support the party and hinder enemies.

Base TP: +9

Brick and Mortar: The Architect builds a brick wall around an enemy to prevent them from moving or using physical attacks.* Roll: 9

Foundation: The Architect strengthens an existing structure by making some modifications to its foundation; allies inside of the structure gain boosted Defense.* Roll: 4, Defense+5

Barricade: The Architect builds a barricade that increases stats of allies that use it.* Roll: 5, Attack+4, Defense+3, Agility+1

Archway: The Architect builds an archway that increases magical abilities of allies.* Roll: 6, Magic Attack+5, Magic Defense+5

Cemented: The Architect petrifies an enemy with cement and also prevents that enemy from having their stats raised.* Roll: 13

Stonework: The Architect outfits a structure with reinforced stone, giving archers inside of it increased Attack and Defense.* Roll: 10, Attack+4, Defense+4

Architect Vision: The Architect envisions a beautiful structure of their design that is then built up from the ground beneath them, escalating them to higher ground.* Roll: 7

Mime

A class that is a street performer and is unarmed in combat, having low Attack and Defense but good Magic Defense and Agility; Mimes have a Skill that allows them to mimic the Skills of enemies; a Mime's other Skills will support the party.

Base TP: +7

Invisible Wall: The Mime pretends to be behind an invisible wall, protecting them and allies from enemy magic attacks.* Roll: 8

Mimic: The Mime mimics an enemy's Skill.* Passive

Invisible Rope: The Mime pulls on an invisible rope that yanks an ally out of the path of an enemy attack.* Roll: 8

Silent Show: The Mime takes the Silence status ailment from allies and applies it to themselves.* Roll: 6

Comic Relief: When hit with an attack, an ally gains a small boost in Agility.* Passive, Agility+1

Play Dead: Mimes can play dead, quite convincingly, to get an enemy to stop attacking them.* Roll: 3

Hear No Evil: The Mime prevents an enemy from using dark or death magic spells.* Roll: 5

Falconer

A class that has trained a falcon to assist them in combat; Falconers themselves are unarmed and have low Defense and Agility but good Attack that translates into their falcon's attacks. Falconers have Skills that hinder enemies and increase their own stats.

Base TP: +11

Falcon Flight: The Falconer releases their falcon to survey from above.* Passive

Bird of Prey: After attacking an enemy the falcon brings back a healing item to the Falconer. Passive

Eye Claws: The Falconer sends their falcon to scratch out an enemy's eyes to blind them permanently. Roll: 7

Peregrine Dash: The Falconer inherits their falcon's speed, increasing their Agility. Roll: 9, Agility+3

Perch Point: The Falconer's falcon perches on an enemy's head to distract them, lowering their accuracy. Roll: 14

Bird Bait: The Falconer hurls out bird bait that the falcon pursues, increasing their Attack. Roll: 6, Attack+2

Falcon Eyes: The Falconer increases the critical hit rate of allies that use ranged weapons. Roll: 8, Minimum Roll for Critical Hit Set to 16

Tideturner

A class that is able to turn the tide of battle in their favor; if the party is losing a battle, a Tideturner can use Skills to turn the tables around and put the fight back in their favor; Tideturners have average stats all across the board and have a hatchet and shield.

Base TP: +8

Perception Swap: The Tideturner swaps the healthiest enemy's current health with the ally that has the least health currently.* Roll: 2

Bolster: The Tideturner shouts a battle cry that maxes out the Attack/Magic Attack and Defense/Magic Defense of up to two allies.* Roll: 15, (Magic)Attack = 20, (Magic)Defense = 20

Turning Point: The Tideturner sets a health value that, when dropped below, causes enemies to suffer from multiple random status ailments.* Passive

Payback: The next time the Tideturner or one of their allies gets attacked it will trigger an all-out attack on that enemy by the entire party.* Roll: 8

About Face: The Tideturner grants a counterattack maneuver to all allies that will critical hit an enemy that it targets.* Roll: 17

Hold the Line: The Tideturner makes the whole party invincible for two turns.* Roll: 18

Turnwheel: The Tideturner can turn back the hands of time to the last enemy phase, and can do so up to three times per battle, but will also reverse the effects of any ally actions taken between the enemy phase and the use of the Skill. Passive

Vigilante

A class that enforces justice that is typically fantasized by the public and disliked by other law enforcement; the Vigilante wields a short dagger and a sling. Vigilantes have good Attack and Defense, average Agility, and high Magic Defense. They possess Skills that increase their own abilities and support the party.

Base TP: +10

Guise of Darkness: The Vigilante prefers to work in the dark of night to avoid detection, and gains an increase in Agility when fighting at nighttime.* Passive, Agility+4

Undying Vigil: The Vigilante cannot be blinded, dazed, put to sleep, or forced to flee the battle.* Passive

Crack Shot: The Vigilante will add half of the targeted enemy's health to the damage of a ranged attack on them if their Agility is higher than the Vigilante's.* Passive

Long Arm: The Vigilante prevents a certain target from escaping or fleeing the battle.* Roll: 7

Sidekicks: The Vigilante grants a boost in Attack and Magic Attack to up to two of their allies.* Roll: 8, (Magic)Attack+4

Justice Bringer: The Vigilante hurls out several oddly-shaped throwing knives at the target.* Roll: 11

Fantasized Reputation: The Vigilante uses their fantasized reputation among common people to capture their attention. Passive

Veteran

A class that has fought countless battles and numerous wars and triumphed with their axe and recurve bow. Veterans have good Attack and Defense with low Magic Defense and Agility. They possess Skills that support the party.

Base TP: +12

War Story: The Veteran tells a war story that bores its audience to sleep.* Roll: 3

Hardened Veteran: The Veteran is unaffected by changes in weather or terrain caused by enemy skills.* Passive

New Tricks: The Veteran learns how to use a new type of weapon of their choice (non-magic).* Roll: 14

Survivor: The Veteran has survived hundreds, maybe even thousands of battles, and if they near death during a battle they get a large boost in stats.* Passive, Attack+6, Defense+5, Agility+8, Magic Defense+6

Goad: The Veteran makes terrible puns or aggravates an enemy and forces that enemy to attack first when enemy phase begins.* Roll: 5

Enemy Stance: The Veteran mimics an enemy's combat stance, gaining an increase in any stats that the enemy has that are higher than the Veteran's.* Roll: 16

Experience Bolster: The Warrior shares his experience with the party, and after a battle each party members will increase 2 levels instead of 1. Passive

Scribe

A class that specializes in the art of writing and working with documents; they are unarmed and as such have low Attack and Defense; they have good Magic Defense and average Agility, however. Scribes possess Skills that support the party.

Base MP: +4

Base TP: +4

Wordsmith: The Scribe speaks special magic words that create a barrier from attack around them.* Roll: 5

Messenger Pigeon: The Scribe sends out a message pigeon to call for help or deliver information quickly.* Roll: 6

Penmanship: The Scribe writes a formal letter that is able to persuade people easily.* Roll: 2

Skill Scroll: The Scribe gives a scroll to an ally that makes their next Skill used increase in effect.* Roll: 14

Rewrite Destiny: The Scribe reverse the effects of the last enemy phase.* Roll: 16

Epilogue: After an enemy is defeated, the Scribe gains knowledge they had.* Passive

Dictate: The Scribe swaps their own actions for the action of an ally, letting an ally act in their place during their turn. Passive

Adventurer

A class that adventures around the world and explores far and wide; they arm themselves with a whip and a small crossbow. Adventurers have good Agility and Magic Defense with average Attack and Defense. They possess skills that hinder enemies and support the party.

Base TP: +8

Ancient Curse: The Adventurer exposes an enemy to ancient cursed treasure to cause them to fail on the next turn.* Roll: 12

Tempting Fate: The Adventurer can try something crazy and then try it again; allows the Adventurer player to reroll their die for success rolls, but if the second roll is worse than the previous roll then they must accept it.* Passive

Legendary Feat: If the Adventurer did something truly extraordinary or legendary during a battle, they will go up by two levels instead of one.* Passive

Improvisation: The Adventurer is quick to improvise and can swipe an enemy's weapon to strike with that weapon; when attacking with the weapon damage will be calculated based on the enemy's Attack stat; does not work with magic weapons.* Roll: 4

Fed Up: After the first three turns of a battle the Adventurer can use this skill to blast a high-damage crossbow bolt into an enemy.* Roll: 6

Escape Artist: The Adventurer can escape traps or forms of restraint with general ease.* Roll: 5

Alchemist

A class that specializes in concocting potions to use on allies for improved performance; Alchemists possess various acids that they can use to attack or defend themselves with, but have low Attack and Defense with average Agility and good Magic Defense. Alchemists have skills that support the party.

Base MP: +9

Base TP: +3

Chemical Shower: The Alchemist dumps stat-boosting chemicals on an ally.* Roll: 11, (Magic)Attack+4, (Magic)Defense+4, Agility+2

Beaker Bash: The Alchemist breaks a beaker of chemicals on an enemy that lowers the enemy stats.* Roll: 12, Enemy (Special)Attack-5, Special Defense-3, Agility-2

Stone to Gold: The Alchemist can transform ordinary stone into gold coins.* Roll: 5

Berserker Brew: The Alchemist gives an ally a special potion that increases their fighting capabilities.* Roll: 8, (Magic)Attack+4

Truth Serum: The Alchemist creates a truth serum that will force the one who drinks it to only answer questions truthfully.* Roll: 5

Firepower: The Alchemist frightens the enemy with a loud and bright explosion.* Roll: 11

Rider

A class that is extremely skilled on horseback, Riders can tame and train any horse and can pull off incredible stunts on horseback; Riders have good Agility, average Defense and Magic Defense, and low Attack. Riders wield a lasso as their weapon and have Skills that hinder enemies or increase their own abilities.

Base TP: +8

TP Growth: +1

Equestrian: The Rider can quickly tame and develop a bond with a horse and even commandeer horses without resistance from the horse.* Passive

Wrangler: The Rider wrangles an enemy with their lasso and then drags them across the ground as they run.* Roll: 9

Riding Stunt: The Rider can perform insane stunts while on horseback. Passive

Horse Soothe: The Rider can easily soothe crazed or frightened horses.* Roll: 3

Horsemaster: The Rider causes enemy horses to turn against the enemies; also works on horse-like enemies such as centaurs.* Roll: 5

Grass Whistle: The Rider uses a grass whistle to call their horse to them, and the horse will arrive no matter the distance. Roll: 3

Rein Snapper: The Rider snaps the reins to increase their speed.* Roll: 8, Agility+4

Jester

A magic-using class of entertainers that put on performances for audiences; Jesters have average stats overall with high Magic Defense. Jesters possess Skills that support the party and hinder enemies.

Base MP: +6

Base TP: +2

Lurgy: The Jester inflicts poison on up to four enemies.* Roll: 11

Performance Volunteer: The Jester calls on a volunteer for their next act, and one of the enemies becomes an ally until the end of battle; does not work on bosses.* Roll: 13

Naptime: The Jester inflicts themselves with Sleep, and all enemies are inflicted with Sleep as well.* Roll: 10

You Can Do It: The Jester heals two allies, heals an additional 10 health for each status effect the allies are afflicted with.* Roll: 7

Comic Relief: When hit with an attack, an ally gains a small boost in Agility.* Passive, Agility+1

Trampoline Leap: The Jester places down a trampoline to jump off of and reach high ground.* Roll: 4

Balloon Decoy: The Jester makes a balloon-animal decoy of one of the party members, and enemies that are trying to attack that party member will mistake the decoy for them; when the decoy is attacked, it will pop and stun the attacker.* Roll: 10

Privateer

A class similar to the Corsair, Privateers are typically in possession of a license to conduct piracy for a nation or government. They wield a flintlock pistol and dirk in battle. Privateers have good Agility and high Attack with low Magic Defense and Defense. Privateers possess Skills that hinder enemies and support the party.

Base TP: +7

Ship Shape: The Privateer gets increased Defense and Magic Defense; when at sea the Privateer will also heal back some health when this Skill is used.* Roll: 6, (Magic)Defense+6

Walk the Plank: The Privateer forces a single enemy to disengage from combat.* Roll: 15

Hoist the Colors: The Privateer flies a flag overhead that grants two allies a boost in Defense.* Roll: 8, Defense+4

Release the Kraken: The Privateer summons a powerful sea monster, the Kraken, to swallow up two enemies and deal critical damage to them, with a chance to eat the enemy and kill them entirely.* Roll: 13, 17 to guarantee kill targets

Maroon: The Privateer isolates one enemy from the others, preventing that enemy from receiving healing, buffs, Skill effects, and any other support from other enemies, and vice versa.* Roll: 10

Anchors Away: The Privateer frees all allies from Paralysis, Sleep, Berserk, Frozen, and Silence.* Roll: 12

Full Sail Ahead: The Privateer increases the Agility of himself and three allies.* Roll: 10, Agility+5

Magic

These are the different magic spells that can be used and their effects.

Elemental Magics

Magic that uses different kinds of elements like Water, Fire, and Electricity.

Fire: A simple fireball.

Bolganone: A magic spell that causes a portion of earth to explode into fire and lava.

Firaga: A magic spell that raises the temperature in the desired area.

Thunder: A basic electrical magic attack involving a simple projectile of ball lightning.

Thoron: A magic spell that causes paralysis in the target.

Thundara: A magic spell that conjures a thunderstorm.

Bolting: A magic spell that calls down a bolt of lightning from above.

Rexbolt: A magic spell that creates a loud, booming sound.

Wind: A simple projectile of wind and air.

Rexcalibur: A magic spell that creates a tornado.

Wilderwind: A magic spell that creates a strong updraft of air.

Water: A simple watery projectile fired with high-pressure speed.

Waterga: A magic spell that causes it to rain.

Mímisbrunnr: A magic spell that creates a large wave of water and sends it surging forth.

Ice: A simple ice magic spell that drops some hailstones onto the target.

Blizzaga: A magic spell that freezes a target.

Fimbulvetr: A magic spell that causes it to snow.

Stone: A projectile of stone and earth fused together by magic.

Karkinos: A magic spell that causes an earthquake.

Mjolnir: A magic spell that calls down a meteor from above.

Light Magic

Magic that harms the undead and primarily is used for healing or supporting allies.

Heal: Heals an ally it is used on.

Cure: Cures an ally of a single status ailment when used.

Dia: A simple light magic spell only useful against undead enemies.

Diaga: A powerful light magic spell that harms all undead enemies in the vicinity.

Bifrost: A light magic spell that revives a fallen party member with one-quarter of their maximum health; can only be used twice per battle.

Shine: A spell that illuminates a dark area.

Divine: An offensive light magic spell that causes a pillar of light to come down and bombard a single target.

Aura: A spell that creates a bright flash of light capable of dazing those who look at it.

Dark Magic

Magic surrounded in dark arts and associated typically with evil.

Flux: A simple dark magic spell that causes tendrils of dark magic to erupt from the ground around the target and then combust.

Nosferatu: A stronger dark magic spell that heals the user for as much damage as it deals to the target.

Luna: An even stronger dark magic spell that makes orbs of darkness surround the target and then crush them between them; lowers Magic Defense of enemies. Magic Defense-1

Fenrir: A magic spell that thrusts an area into darkness, dispelling any non-magical light sources and blotting out sun and moonlight.

Fear: A magic spell that evokes fear in a target.

Nature Magic

Magic that manipulates nature and plant-life.

Entanglement: A nature spell that causes thorny vines to ensnare the limbs of a target, dealing little damage but preventing the target from moving or attacking until the next turn.

Bloom: A magic spell that causes plants and flowers to bloom in the targeted area.

Swarm: A magic spell that causes wasps, hornets, locusts, and other insects to swarm around the target.

Yggdrasil: A magic spell that causes a tree to sprout and grow.

Death Magic

Magic that commands the dead and is related to death.

Grave: A simple death magic spell that hurls a projectile of ghastly energy and bones at the target.

Death: A death magic spell with very low accuracy but will instantly kill the target if it hits. Success Roll-4

Skeleton: A spell that summons a skeleton to fight at one's side.

Skelemount: A spell that summons a skeletal horse to fight at one's side or for the user to mount upon.

Pestilence: A magic spell that inflicts poison onto the target.

Arcane Magic

Magic that distorts reality.

Arcane Orb: A simple arcane magic spell that blasts a projectile orb of magic that homes in on an enemy.

Mavi: A magic spell that creates an illusory duplicate of the target; the duplicate cannot attack and is not corporeal.

Hallucination: An arcane magic spell that causes the target to hallucinate, making them very unlikely to hit targets but also making them berserk. Enemy Success Roll-6

Deformity: An arcane Magic spell that cripples the opponent by polymorphing their bones into spikes that pierce their flesh before fracturing the bones; has decreased hit chance but will force daze as well as immobilize the target for three turns. Success Roll-5

Void: A magic spell that creates a magic void that pulls objects and creatures towards it.

Create Key: A magic spell that lets the user create a magic key that can mold to a lock it is put into; once the key molds to a lock for the first time, it stays that way, and cannot be used on other locks, but can be used on the same lock an unlimited number of times.

Red Magic

Magic that uses visceral energy and rage.

Rage Blast: A basic red magic spell that launches forth an orb of condensed rage and visceral energy.

Berserk: A magic spell that can inflict Berserk on a target.

Radiant Magic

Magic that utilizes energy not associated with any of the other magic types.

Magic Beam: A simple beam of pure magical energy.

Soul Flay: A charged magic attack that hits two times.

Flash Storm: A small, condensed orb of magic energy is maneuvered over to the target and then explodes, releasing a brilliant flash of magic energy that hits multiple times.

Wither: A large explosion of light hits all enemies multiple times and has a chance of blinding two of them.

Echo Barrage: A barrage of sonic energy is blasted at two targets.

Nova Blast: A very powerful blast of magic sent at one target and upon impact explodes and sends out a magic shockwave that harms all other enemies; has low hit chance but long range. Success Roll-5, Attack Roll+2

Vedrfolnir: An ancient energy tome that deals a great amount of damage. Attack Roll+3

Summon Magic

Very specific type of magic used to summon allies or creatures through magic.

Summon Healer: Summons a healer that will heal allies each turn until the healer is killed or the battle ends.

Summon Soldier: Summons a soldier who bravely engages enemies in combat with their sword and shield; doesn't have much health or defense but can provide a distraction.

Summon Sentinel: Summons a magical being that serves as a sentinel or guardian; attacks with simple magic spells and will try to block magic-based attacks from hitting allies.

Summon Imp: Summons an imp, a short, magical, forest-dwelling being; the Imp plays a prank on enemies by lowering one of their stats a little at the start of each turn.

Summon Minotaur: Summons a Minotaur which leaves after two turns or after being killed, but has an area attack to hit multiple enemies at once.

Summon Special Ally: Summons a special ally that the user met earlier in the adventure; effects vary, special ally can only stay for one turn.

Miscellaneous Magic

Magic that is not able to be classified under any other category and generally does not utilize or manipulate energy of any form.

Sleep: A magic spell that puts the target to sleep.

Silence: A magic spell that prevents the enemy target from using magic spells and protects an ally target from magic spells.

Berserk: A magic spell that causes an enemy to go berserk an attack other enemies.

Enfeeble: A magic spell that lowers all of the target's stats by 4.

Restore: A magic spell that sets an ally's lowered stats back to normal when used.

Torch: A magic spell that provides light in dark places.

Hammerne: A magic spell that repairs a broken weapon or object.

Blind: Blinds an enemy, greatly lowering their accuracy (essentially raises the minimum number to hit a target from 6 to 12).

Haste: Allows an ally to make an additional action on their next turn.

Temper: Makes an ally more likely to critical hit (essentially by lowering the critical success number requirement to 15).

Hold: A magic spell that paralyzes an enemy.

Break: A magic spell that petrifies an enemy.

Disperse: The user picks a point within their visible range; an invisible force originates from that point and pushes things in its radius away; the higher level the user is, the stronger the force is, at max strength being able to push objects that weigh up to 100 pounds.

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