
Four heroes, four ways to fight
The four classes, the second classes they grow into, and what it takes to become a Master. Pick one here; make it in the throne hall.
Fighter
Knight Squad of Platonis
Sword in hand, faith in Coellis. Fighters pair raw attack with MP-based skills and lead from the front: their buffs lift the whole party.
Job Introduction (Fighter)
The knight squads in Platonis are generally called 'fighters'. They are composed of various classes of people from the underprivileged and the nobles. Everyone who is intelligent and strong is qualified to join the group.
Fighters, all of whom are tall, masculine, and handsome, are trained in battle and magic. They are not only good at fighting but accumulate enough knowledge about various fields such as philosophy, politics, history, and magic. Therefore, lots of the nobles in Platonis are joining the group. They are the key power group controlling Platonis, whose prestige can't be damaged even by the king.
The knight squad was first established by Zarkarias Larson in A.C. 593. Originally, warriors couldn't use magic, solely relying on physical strength. At that time, they were involved in the third Tartanos war (the Coellis sect calls it 'the Militis War'), during which the Macuapel sect threatened the Coellis sect by mobilizing its strong warriors. Magicians couldn't respond to their fast attacks and got killed. Even Savages couldn't defeat them. Even their joint attacks were not that successful because they were not fully trained.
The warrior group of the Larson family could use magic to defeat enemies. Later, they formally established the Knight Squad in Platonis, becoming the first fighters. In order to pay tribute to Larson, the first fighter and founder of the Knight Squad, they carved the initial, ZL into their armors and weapons. Since then, fighters have become the most powerful group for long, playing a pivotal role in the sect. In response, the Macuapel sect trained Dark Knights, who haven't been seen since the Tartanos war was over.
Fighters have faith in Coellis, trying their best to avoid unnecessary battle but risking their lives in order to fulfill their duties. They can handle most weapons but are especially good at swordsmanship. They have a great attacking power, maximizing fighting strength by using MP-based skills. Furthermore, fighters have strong leadership and skills that can affect the whole party, showing their strength in group battle. However, their training is beyond imagination and they have to spend much time sharpening their skills to become great fighters.
Now, due to the war with Sidus, most fighters are leaving to support other cities that don't have enough military power. They are fighting the evil to fulfill their divine duties for Coellis, taking risks in order to revive the past glory.
Class skills
- Magic Weapon Do more damage by casting spells on weapons. Lv 2
- Minor Healing Let you or your party regain strength. Lv 5
- Life UP Increase maximum life at a consistent rate. Lv 8
- Holy Armor Increase your or your party's defensive power. Lv 13
- Mirror Defense Return part of the damage you take. Lv 15
- Brave Permanently increase offensive power. Lv 20
- Shock Wave Sword energy down a straight line. Lv 25
- Critical Blow More critical hits, and harder ones. Lv 30
- Encourage Raise the party's offensive power for a time. Lv 45
- Call Kratu Call an ancestor warrior of the Thousand Years' War to fight beside you. Lv 60
Second class: Knight
As the execution of Macuapel's leftovers went on, Fighters realized that something had gone seriously wrong: instead of saving lives they were taking them, instead of guiding the misled back. To defend their forgotten honour they gathered at Platonis, the foundation of the Coellis sect, and trained. The ones that passed were honoured as Knights. A Knight disciplines themself against all odds, spreads the teachings of love and righteousness, and still finishes the Macuapel sect to the bone.
- Wipe Out Wide swing, critical damage; harder on a Nemesis-cursed target.
- Cure · Heal Wind · Blessing Soul Party healing, steady healing, and a party HP raise.
- Absolution Removes a de-buff curse from the party.
- Reflection · Devotion · Punish Return damage; raise party defence; add defence success to shield users.
- Divine Lance · Exorcise's Way · Crusader's Way The sacred lance at range; sacred fire that burns in sequences; its upgraded path.
- Fanaticism · Nemesis · Devout · Divine Tempest Critical rates up; a curse that makes Wipe Out and Devout deadly; a detonation of light; a sacred storm that pulls enemies in.
Valkyrie
Keepers of the balance
Short, light weapons at an astounding speed, magic unlike any fighter's or magician's. On nobody's side, until Sidus made them choose.
Job Introduction (Valkyrie)
The group of Valkyries is a mysterious tribe not known to the outside world. There are various theories explaining this tribe, not supported by any records. According to the established theory, they have lived from the ancient times. Their body structure and capability are known to be different from those of ordinary human beings. They are said to live in a remote and isolated area by themselves. This theory is based on the evidence that they were found in coastal cities or castles. However, no one knows how they came here and where they are from.
Valkyries are working across the continent, not telling anybody about themselves. They only say, "We exist for power balance, not on anybody's side." According to what travellers say, they often fought for the Coellis sect. At other times, they worked for the Macuapel sect.
There are various documents dealing with the Tartanos war from D.A 6 to A.C. 1029, none of which mention Valkyries. They have remained in silence even during more than 1000 years of the chaotic period. However, as Sidus brought on war, they started interfering in CRONOUS. Across the continent, Valkyries are actively working, which means that they are trying to tip the power balance of the war. This tells us how serious the current situation is.
It is also known that some Valkyries recently gave up their duties and started working for one side. Rumor has it that assassins were dispatched to get rid of such Valkyries secretly. However, nothing was proved yet.
Valkyries look like women but nobody knows whether they are human or not. Their killing skills are known to be very deadly. Valkyries having various fighting techniques, as well as the basic attacking power, are especially strong in close combat. Like fighters, they rely on both magic and physical attacks. Their magic is known to be clearly differentiated from the one fighters or magicians use. With short and light weapons, they attack enemies at an astounding speed, which is so powerful that enemies can't avoid them.
Second class: Assassin
Only a few Valkyries came home from the fifth Tartanos War. Their individual, tribal way of fighting could not stand against a large unit of demons, so the five tribes of Valkyrie Island formed a nation under one creed, "Valkyries will survive any warfare", the Society of the Darkest Blade. Its camp trains the fiercest killers; those who survive the Test of the Darkest Blade are honoured as Assassins. Nobody has seen how deadly they are: that is how fast they are.
- Poison · Poison Fang · Rush Strike Poison the blade to freeze the victim, then strike; poisoned targets take far more.
- Ankle Pierce · Roots Slow and bleed; roots from the ground that bind.
- Poison Fog · Poison Strike · Knife Fan · Sword Fan Fog that eats steadily; a thrown poisoned dagger at range; cutting blades all around.
- Light Wing · Zealot's Slaughter · Spirit of Fury Dodge like the Rumag tribe; raise attack; raise the party's success rates.
- Blunt Razor · De-concentration · Hide Dull enemy criticals; sap enemy attack; vanish in smoke the Bargon tribe taught.
- Assassin's Stalker · Dead Strike Close instantly on the vital spot; the single-target killer.
Magician
Graduates of Kanon Magic School
Fourteen years of study, a talent sealed at graduation, and every element at your call once you break the seal yourself.
Job Introduction (Magician)
EK, the initials of the founder, is the symbol that only magicians can use. Magicians finished the 14 years of academic curricula at Kanon Magic School, and they are unrivaled in magic. Various classes of children from different familes are sent to the school but only a few of them are accepted. At first, they are trained to increase their basic physical strength and encouraged to have special interest in nature and art. For 14 years, they should learn all kinds of magic thoroughly through basic and advanced courses.
On the graduation day, a special ceremony is held, where their magic is sealed. When the magic they learned for 14 years is sealed, magicians feel confused and even agonized. This ceremony is held due to the will left by Eninderik Kanon, the great magician, saying that only the person who can break the seal by himself can become a real magician who can understand humans and nature. According to informal information, some magicians were helped to break the seal. Most of them are known to be related to the evil.
The school was established in A.C. 392 by Eninderik Kanon, the Great Magician. Because the magic had been handed over to the next generation through a few families, the general public had not been given any opportunities to learn magic before the school was set up. Due to the Tartanos war, some people argued that ordinary people should be taught Magic to fight against the evil; the magician families opposed it, and the Coellis sect faced a crisis until Eninderik ended the conflict, led the war to victory, and set up the school. The place where it stands is known to be surrounded by mysterious power from the past.
Magicians can use magic at their disposal thanks to many years of training, which depends on their ability to break the seal. They are trained to use most weapons but their favorite is a magic stick. Furthermore, they can use most of the existing magic, even creating special magic through developed skills.
One year before Sidus attacked Platonis, Balder, one of Sidus' men, broke the school's protection and stole away the crystal ball. The wise were divided for a year over whether to send young magicians whose magic was not yet sealed. Ultimately they followed the will, sending graduates; Kanon lost contact with many of them, so it keeps sending more to get the job done.
Second class: Wizard
When the Crystal Ball came back from the fifth war it was placed in Kanon's deepest dungeon, and studying its essence gave Magicians far greater skills. Many died in the process; the school forbade the practice; nobody stopped. Those who survived the force of the Crystal Ball are honoured as Wizards, 'the Seekers of Truth' in the ancient record.
- Arcane Bomb · Agony Canine · Frickle Ice · Lightning Arrow Detonate the enemy's mana; a fang of flame; the sharpest ice blades; the arrow that fries.
- Fire Storm · Magma Stone · Meteor Strike · Menace Blizzard Burn everything in range; the wide area; meteors at long range; a blizzard that freezes and slows.
- Ice Protection · Mana Compact · Bless of Exiliss Icicles for armour; spend less mana; raise the party's MP.
- Mark of Coellis · Curse of Lapis · Dread Force · Cataclysm Pound down defence; cursed flame against accuracy; sap nearby attack rates; a dimension of chaos that traps and hurts.
- Quick Teleport Relocate instantly. Magicians always knew how.
Savage
Children of Efferus Montanus
More than two metres of hardened mountain. Axes over shields, strength over magic, offence over everything.
Job Introduction (Savage)
Most savages are more than 2m tall and very masculine, not defeated by any enemies. Savages are very strong and wild, characterized by a hardened face, a low tone of voice, and black beard. Their gigantic body and daunting atmosphere make them differentiated from others.
From childhood, they were trained to overcome the wild environment. Every year, they should endure the steaming heat and biting cold, strengthening themselves through training and hunting. Savages learn their own martial arts from ancestors, most of which are offensive skills, rather than defensive ones. In fact, most savages learn how to use ax, hammer, sword, and lance, rather than shield.
The ceaseless training characterizing their daily lives makes savages grow to be regular warriors at a younger age. Furthermore, they should go to a designated place and survive all perils for one year. If they go through the training process, they can become much stronger warriors who can compete with several ordinary ones at the same time.
Efferus Montanus, the hometown of savages, was once called 'the mountain that can't be reached.' According to some documents, they came down from the mountain for the first time in A.C. 367 in order to fight for the Coellis sect. According to savage's prophecy from the ancient times, there is a phrase saying that 'if the red light soars to the sky from the west for three days and three nights, the road will be opened and you will see people waiting for salvation.' Berkiel, the Great Devil, drained the area around Sitis Terra of its life to make it a desert before savages came down from the mountain; at that time the red light is known to have soared to the sky for three days.
Savages can use all kinds of weapons at their disposal, but their favorite weapon is a large ax. Considering that magic is not their source of power, savages focused on strengthening their physical power by themselves.
Second class: Titan
After the fifth war the Savages guarded Matariel's seal on the summit of Patria, where the war fever has not ceased and the power of Primodium lingers: the right place to train. Under Eric Securis, the Savage hero of the war, their combat skills went through major changes over centuries. The toughest who survive Camp Patria are honoured as Titans; they defend as well as they attack.
- Clash · Bash · Fire Bash · Hack Edge · Vortex Strike and stun; the most lethal single hit; slash in pieces; chop in a rotating pattern.
- Slaught · Grand Slam · Overwhelm The widest physical sweep; a shockwave from broken ground; a thrown weapon that freezes.
- Cry of Bravery · Shouting Bravery · Death Bringer Lure and shock the nearby; the party version; shout enemy defence down.
- Titan's Spirit · Infinite Vigor · Swift · Berserk's Cry · Cry of Titan Defence up; attack rate and speed up; movement and dodge up; HP up; attack up.
- Cry of Valor The battle-cry that raises the party's skills by up to two.
Becoming a 2nd class
Reach level 115 as a first-class hero and reclass into the second class of your line. The reborn character keeps earning bonus stat and skill points as it levels again:
| Level | Bonus stat points | Bonus skill points |
|---|---|---|
| 115 | 0 | 0 |
| 116 | 8 | 1 |
| 117 | 10 | 2 |
| 118 | 14 | 3 |
| 119 | 18 | 4 |
| 120 | 23 | 5 |
| 121 | 30 | 6 |
| 122 | 39 | 8 |
| 123 | 50 | 10 |
| 124 | 65 | 12 |
| 125 | 85 | 15 |
Stats can be added one, five or ten at a time. Second-class armour and weapons (the Tryfing set at second level 150) need Tryfing's Blood from Tryfing's Room, the Tear of Reaper, the souls of Tawooriel and Ahsmourel, and a Soul Stone of Five Heads. In Reborn the cap for second-class and Reclass heroes rises to level 300, and Reclass training is taught by the Master; see the notice.
The Master system
During the war with Matariel's army, General Ei-Noo of Cronous Castle found a fatal weakness in himself, hid in the mountains to train, and found Pavel Canyon, a secret place full of monsters. He fought them alone, overcame his weakness, and came back to raise an army of Master Warriors. He was the first Master, and still teaches the rest.
- Training. Characters above level 60 take training from Master Ei-Noo: kill the required monsters within the time limit, alone in the training zone. Disconnecting or teleporting means starting again.
- Rebirth. A reborn Master starts with 20 stat points and gains 6 per level, plus 2 skill points every 5 levels. Apprenticeships end, Free Teleport resets, and shields cannot be used; Master Armor is the thing to wear.
- Master skills. Fighter Masters learn Venygma Blaster, Delphin Blower, Celestyn Fleta, Cigma Splasher, Crimson Striker, Mellow Distraction, Valhalla Canon and Krimecis Priver.
- 2nd Master. At second-class level 159, craft the Elixir of Life (Powder of Life from level 3 Adolph, Baron, Pavian or Cooper plus a Hammer of Life from the Pan Castle potion shop; an Arcmodeum Pattern from five seals of the Guardians; 50% each) and visit Ei-Noo. Not transformed, not in a party, Elixir in the inventory.
- 2nd Master skills. Knight: Holy Rack, Seventh Heaven. Assassin: GaeBolg, Illusion's Fate. Wizard: Elemental Buster, Wall Pool. Titan: Titan Smash, Great Tornado.