Introduction[]
This page lists the currently available Subrace and Tier 3 classes. Each section includes a list of skills for each subrace/class and relevant details for those skill.
Subraces[]
General Subrace Information[]
All subrace armours do the following:
- Compress two elements.
- Provide an additional "Subrace No-Drop" that takes up its own exclusive slot for Guardians.
- Additionally, the strongest skills of all subraces are locked to Guardians.
The table below lists the builds that are typically associated with each subrace:
Subrace Build Vampire Pure Mages Werewolf Non-Mages Werepyre INT Hybrid Sol Neko FD Beastmasters Luna Neko FD Non-Beastmasters
Vampire[]
Vampire is recommended for Pure Mages.
Vampire Abilities:
Skill | Subrace Level | Type | Availability | Description |
---|---|---|---|---|
Vengeance | 0 | Passive | All | All player (normal attacks, specials, spells, and skills), pet, and guest attacks deal +10% damage vs. Werewolves. |
Blood-Letting | 1 | Toggle | All | Costs 20% Melee in SP per turn (78 at 150). After attacking in this armour (weapon attacks/specials/spells), attempts to inflict a Power: 0.2*[Hits/Attempts] Bleed. This has +0 Save Bonus, player MainStat/LUK vs. monster END/LUK, and can trigger off of all player weapon attacks, specials and spells. |
Drink | 2 | Passive | Guardian | If the monster is affected by Bleed, heals the player for 25% of the Bleed damage that the monster takes. |
Alluring Presence | 3 | Toggle | All | Pays ~9% Melee in MP per turn (47 at 150) to gain CHA (+50 at 150). |
Mesmerize | 4 | Active (Quickcast) | Guardian | Can only be used twice per turn. Does not deal damage. Attempts to inflict a 100% Controlhas for 1.0982 turn(s). This has +20 Save Bonus, player CHA/LUK vs. monster CHA/LUK. This costs 50% Melee in SP per use (196 at 150). |
Children of the Night | 5 | Active | All | Summons a guest: Bat Swarm
Attack deals [Variant Primary Resist] damage and has 3 hits. Deals -50% damage and attempts to inflict a +(3*[Hits])% [Variant Primary Resist] EleVuln for 1 turn, a -4*[Hits] BtH Blind for 1 turn, and a Power: 0.302 Bleed. These statuses have the following saves:
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Mist Form | 6 | Active | Guardian | Healing spell, deals -50% damage and applies a +20 MRM Defense Boost for 3 turns. |
Eldritch Attunement | 7 | Passive | All | Regenerates 5% Melee in MP each turn (26.4 at 150). |
Ancient Wisdom | 8 | Toggle | Guardian | Pays ~9% Melee in MP per turn (47 at 150) to gain INT (+50 at 150). |
Nightfall | 9 | Active | All | [Variant Primary Resist] Spell-Type SP skill. EleComp increases skill damage. |
Evolve | 10 | Toggle | Guardian | If resources are available, spends 50% Melee in SP and 25% Melee in MP (196 SP; 131 MP, at 150) to apply the following effects:
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Vampire Variants:
Variant | Primary Resist | Secondary Resist | ||
---|---|---|---|---|
No-Drop/Advanced Vamp | Darkness | 39 | Wind | 42 |
Blue Blood | Water | 39 | Light | 42 |
Chthonian Count | Earth | 39 | Ice | 42 |
Psionic Vampire | Energy | 39 | Darkness | 42 |
Vampyro (Z-Tokens) | Fire | 39 | Water | 42 |
Location: Travel Map -> Darkovia Forest -> Vampire Castle
Info-Subs: Link
Werewolf[]
Werewolf is recommended for Non-Mages.
Werewolf Abilities:
Skill | Subrace Level | Type | Availability | Description |
---|---|---|---|---|
Vengeance | 0 | Passive | All | All player (normal attacks, specials, spells, and skills), pet, and guest attacks deal +10% damage vs. Vampires. |
Wolf Claws | 1 | Active | All | Performs an enhanced normal attack that follows weapon element, and attempts to inflict a Power: 1 Bleed. This has +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. This costs 100% Melee in SP (392 at 150). |
Lycan Healing | 2 | Passive | Guardian | Heals HP equal to [YourMaxHP]/400 each turn. |
Lycan Reflexes | 3 | Toggle | All | Pays ~9% Melee in SP per turn (35 at 150) to gain DEX (+50 at 150). |
Snarl | 4 | Active (Quickcast) | Guardian | Can be used twice per turn. Does not deal damage. Attempts to inflict a 39.7% Fear for 3 turns. This has +20 Save Bonus, player MainStat/LUK vs. monster CHA/LUK. This costs 50% Melee in SP (196 at 150) |
Call Pack | 5 | Active | All | Calls a guest: Werewolf
Attack deals [Variant Primary Resist] damage and has 3 hits. Deals -16.47% damage and attempts to inflict a -(2*[Hits]) MRM DefLoss for 2 turns. This has +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK. |
Healing Howl | 6 | Active | Guardian | Standard Healing spell. Uses END for stat bonuses. |
Lycan Vigor | 7 | Passive | All | Regenerates 5% Melee in SP each turn (19.8 at 150). |
Lycan Strength | 8 | Toggle | Guardian | Pays ~9% Melee in SP per turn (35 at 150) to gain STR (+50 at 150). |
Wolf Fangs | 9 | Active | All | [Variant Primary Resist] Spell-Type skill. EleComp increases skill damage. |
Become the Beast | 10 | Toggle | Guardian | If resources are available, spends 75% Melee in SP (294 at 150) to apply the following effects:
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Werewolf Variants:
Variant | Primary Resist | Secondary Resist | ||
---|---|---|---|---|
No-Drop/Advanced Werewolf | Earth | 39 | Light | 42 |
Rage Beast | Fire | 39 | Wind | 42 |
Predator of the Night | Darkness | 39 | Energy | 42 |
White Howler | Ice | 39 | Earth | 42 |
Golden Fang (Z-Tokens) | Light | 39 | Water | 42 |
Location: Travel Map -> Darkovia Forest -> Werewolf Lair
Info-Subs: Link
Werepyre[]
Werepyre is recommended for INT Hybrids. While it was designed for STR/INT Hybrids, the outdated standards the armour was built around mean that LUK is required for full accuracy. However, DEX/INT Hybrids have full damage and accuracy, as said outdated standards do not apply to Ranged damage.
Werepyre Abilities:
Skill | Subrace Level | Type | Availability | Description |
---|---|---|---|---|
Force of the Night | 0 | Toggle | All | All Melee/Magic attacks (weapon, armour, spells) use STR/INT for damage and STR/INT/LUK for accuracy i.e. "Hybrid Stats". Additionally, Magic weapons deals 4/3x damage. |
Superior Claw | 1 | Active | All | Performs an enhanced normal attack that seeks between [Variant Primary Resists], and attempts to inflict a Power: 1 Bleed. This has +0 Save Bonus, player Max[STR,INT]/LUK vs. monster END/LUK. This costs 100% Melee split between SP and MP. EleComp reduces skill SP/MP cost (75 SP; 100 MP, at 150). |
Invigorating Rage | 2 | Passive | Guardian | Heals HP equal to 5% of damage dealt (2.5% for Spells/Spell-Type skills). |
Deadly Predator | 3 | Toggle | All | Pays 12.5% Melee in SP per turn (49 at 150) to gain STR/INT (+35 each at 150). |
Terror | 4 | Active (Quickcast) | Guardian | Can be used once per turn. Does not deal damage. Attempts to inflict a -35.7% Panic. This has +0 Save Bonus, player Max[STR, INT]/LUK vs. monster CHA/LUK. This costs 50% Melee split between SP and MP (98 SP; 131 MP, at 150) |
Summon Wolfbat Swarm | 5 | Active | All |
Summons a guest: Wolfbat Swarm Attacks seek between [Variant Primary Resists] and have a +10 BtH lean. Can toggle between two modes:
|
Lunar Vigor | 6 | Active | Guardian | Healing Spell. Uses Hybrid stats instead of taking a 0.9x damage penalty. |
Unstoppable | 7 | Passive | All | Automatically removes any Stun-type effects (Fear, Daze, Paralyze, etc.) at the start of player's turn. The first time that this passive activates it is free. Subsequent activations will cost 100% Melee in SP (392 at 150). |
Bloodlust | 8 | Toggle | Guardian | If not already full, gain an additional ~10% Melee in SP and/or MP per turn (40 SP; 53 MP at 150). This costs 12.5% Melee in HP per resource regenerated per turn (44 each at 150). |
Dual Fangs | 9 | Active | All | Spell-Type skill. Seek between [Variant Primary Resists]. Uses Hybrid Stats and splits cost between SP and MP. EleComp increases skill damage. |
Become the Beast | 10 | Toggle | Guardian | Forces Force of the Night (Level 0 passive) to be always on. If resources are available, spends 50% Melee in SP and MP (196 SP; 261 MP, at 150) to apply the following effects:
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Werepyre Variants:
Variant | Primary | Resists | |
---|---|---|---|
No-Drop/Advanced Werepyre | Earth | Darkness | 40 |
Golden Horror | Wind | Light | 40 |
Malicious Devil | Fire | Energy | 40 |
Heartless Beast | Water | Ice | 40 |
Location: Travel Map -> Darkovia Forest -> Werepyre Hideout
Info-Subs: Link
Sol Neko[]
Sol Neko is recommended for FD Beastmasters (with an emphasis on FD Beastrangers).
Sol Neko Abilities:
Skill | Subrace Level | Type | Availability | Description |
---|---|---|---|---|
Neko Charges | N/A | Passive | All | Generates "Sol Charges" passively based on Subrace Level (4 Sol Charges at lv 10). These charges are used for other Subrace skills. |
Natural Empathy | 0 | Passive | All | Pet and Guest attacks deal +5% damage. |
Sol Claw | 1 | Active | All | Spell-Type skill. Has 1 hit. Seek between [Variant Primary Resists]. Uses CHA for damage and CHA/DEX/LUK for BtH. Costs 125% Melee in SP (490 at 150). EleComp increases skill damage. Generates 1 Sol Charge. |
Nine Lives | 2 | Toggle | Guardian | Pays ~9% Melee in SP per turn (35 at 150) to gain LUK (+50 at 150). |
Feline Superiority | 3 | Passive | All | Pet and Guest attacks gain +4.25 BtH. |
FURocity | 4 | Toggle | Guardian | Pet and Guest attacks attempt to inflict a Power: 0.168*[GuestMod]*[Hits/Attempts] Bleed until the monster makes a save. This has +10 Save Bonus, player CHA/LUK vs. monster END/LUK. [GuestMod] = 1.5 for Guests, 1 otherwise. To pay for this effect the player's armour lean is changed from x0.8 damage taken to x1.0 damage taken (or x1.0 to x1.2 if used with Elenyantal Attunement). |
Animal Magnetism | 5 | Toggle | All | Pays ~9% Melee in SP per turn (35 at 150) to gain CHA (+50 at 150). |
Feline Fine | 6 | Active | Guardian | Quickcast skill. Consumes 40 Sol Charges and heals player SP (395 at Player lv 150 and Subrace Lv 10) |
Elenyantal Attunement | 7 | Toggle | All | Pet and Guest attacks attempt to inflict a Power: 1.4*[Hits/Attempts] [Pet/Guest Element] Burn for (2*[GuestMod]) turns. This has +10 Save Bonus, player CHA/LUK vs. monster END/LUK. [GuestMod] = 1.5 for Guests, 1 otherwise. To pay for this effect the player's armour lean is changed from x0.8 damage taken to x1.0 damage taken (or x1.0 to x1.2 if used with FURocity). |
Purrfect Malice | 8 | Passive | Guardian | Monsters take +25% damage from Burn and Bleed statuses. |
Cataclysm | 9 | Active | All | Quickcast skill. Consumes 40 Sol Charges and Pet/Guest attacks deal +100% damage for the current turn. Must a keep Sol Neko equipped for this effect. |
Nekoverlord | 10 | Active | Guardian | Performs an enhanced Spell-Type normal attack. Has 4 hits. Seek between [Variant Primary Resists]. Starts as a standard Spell-Type skill and deals -62.5% damage (75% Melee Base damage). Uses CHA for damage and CHA/DEX/LUK for BtH. EleComp increases skill damage. Generates 1 Sol Charge. Consumes all Burn and Bleed effects on the monster to deal additional damage:
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Sol Neko Variants:
Variant | Primary | Resists | |
---|---|---|---|
No-Drop/Advanced | Earth | Light | 40 |
Cougar | Ice | Energy | 40 |
Lion | Fire | Water | 40 |
Solid Gold | Wind | Darkness | 40 |
Location: Travel Map -> Sail East -> Travel South -> Haven -> Become a Neko!
Info-Subs: Link
Luna Neko[]
Luna Neko is recommended for FD Non-Beastmasters.
Luna Neko Abilities:
Skill | Subrace Level | Type | Availability | Description |
---|---|---|---|---|
Neko Charges | N/A | Passive | All | Generates "Luna Charges" passively based on Subrace Level (4 Luna Charges at lv 10). These charges are used for other Subrace skills. |
Apex Hunter | 0 | Passive | All | Player 100-proc attacks deal +5% damage. |
Luna Claw | 1 | Active | All | Spell-Type skill. Has 1 hit. Seek between [Variant Primary Resists]. Follows weapon for stats, and costs 125% Melee in SP (490 at 150). EleComp increases skill damage. Generate 1 Luna Charge. |
Nine Lives | 2 | Toggle | Guardian | Pays ~9% Melee in SP per turn (35 at 150) to gain LUK (+50 at 150). |
Feline Superiority | 3 | Passive | All | Player 100-proc attacks gain +4.25 BtH. |
FURocity | 4 | Toggle | Guardian | Player 100-proc attacks attempt to inflict a Power: 0.42*[Hits/Attempts] Bleed until the monster makes a save. This has +10 Save Bonus, player MainStat/LUK vs. monster END/LUK. To pay for this effect the player's armour lean is changed from x0.8 damage taken to x1.0 damage taken (or x1.0 to x1.2 if used with Elenyantal Attunement). |
Neko's Grace | 5 | Toggle | All | Pays ~9% Melee in SP per turn (35 at 150) to gain DEX (+50 at 150). |
Feline Fine | 6 | Active | Guardian | Quickcast skill. Consumes 40 Luna Charges and heals player SP (395 at Player lv 150 and Subrace Lv 10) |
Elenyantal Attunement | 7 | Toggle | All | Player 100-proc attacks attempt to inflict a Power: 1.4*[Hits/Attempts] [Weapon Element] Burn for 5 turns. This has +10 Save Bonus, player MainStat/LUK vs. monster DEX/LUK. To pay for this effect the player's armour lean is changed from x0.8 damage taken to x1.0 damage taken (or x1.0 to x1.2 if used with FURocity). |
Purrfect Malice | 8 | Passive | Guardian | Monsters take +25% damage from Burn and Bleed statuses. |
Cataclysm | 9 | Active | All | Quickcast skill. Consumes 40 Luna Charges and player 100-proc attacks deal +100% damage for the current turn. Must a keep Luna Neko equipped for this effect. |
Nekoverlord | 10 | Active | Guardian | Performs an enhanced Spell-Type normal attack. Has 4 hits. Seek between [Variant Primary Resists]. Starts as a standard Spell-Type skill and deals -50% damage for Melee/Ranged, -62.5% for Magic (100% Melee for Melee/Ranged and 75% Melee for Magic). EleComp increases skill damage. Generates 1 Luna Charge. Consumes all Burn and Bleed effects on the monster to deal additional damage:
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Luna Neko Variants:
Variant | Primary | Resists | |
---|---|---|---|
No-Drop/Advanced | Water | Darkness | 40 |
Leopard | Ice | Wind | 40 |
Tiger | Fire | Earth | 40 |
Solid Gold | Energy | Light | 40 |
Location: Travel Map -> Sail East -> Travel South -> Haven -> Become a Neko!
Info-Subs: LinkTier 3 Classes[]
General Tier 3 Class Information[]
Tier 3 Classes are endgame classes, and come with 20 skills each.
The full power of Tier 3 classes are mutually exclusive, due to key skills being Title-Locked, requiring the player's class title to be the specific Tier 3 class to gain access to.
Paladin[]
Paladin is a generalist Class, suitable for any builds. Its specialization lies in combat against Undead and Demons (henceforth known as Favoured Foes). As a result, many of its abilities have downtriggers. Due to its generalist design, it is near-impossible to fully utilize its skillset.
In general, when triggered:
- Undead: +10% Melee.
- Demons: +6.67% Melee, rounded normally.
- Everything else: -5% Melee.
For the sake of brevity, triggers will only list their values vs Undead, along with any downtrigger, unless additional effects are lost vs Demons.
Skill | Level | Type | Availability | Description |
---|---|---|---|---|
Resonant Interference | 0 | Passive | Title | Gain a trigger vs Favoured Foes:
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Paladin Armaments | 1 | Active | All | Equips Radiant Edge and Resonant Bulwark temporary Weapon/Shield. Automatically unequips both when switching from Paladin.
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Resplendent Surge | 2 | Active | Guardian | Light Spell-Type skill. EleComp increases skill damage. Deals -50% damage. Attempts to inflict a (20*[EleComp]*[LightRes]) Blind for 3 turns. This has +0 Save Bonus, player Stat/LUK vs. monster END/LUK.
Damage type, cost, and major stat depend on variant:
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Searing Radiance | 3 | Toggle | All | Pays 25% Melee in SP (98 at 150) for all weapon-based attacks in this armour to:
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Redeemer's Conviction | 4 | Passive | Guardian | Gain an additional trigger vs Favoured Foes:
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Resonant Smite | 5 | Active | All | Light Weapon-based skill. EleComp reduces SP cost (104 for Me/Ra, 202 for Ma at 150). Deals -20% damage. Deals +25% damage for each of the following statuses: Burn, Blind (+30% total if both are present). |
Paladin Reinforcements | 6 | Active | Guardian | Lets you choose between 3 Guests:.
Upkeep depends on variant:
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Harmonic Might | 7 | Toggle | All | Pays 12.5% Melee in SP (48 at 150) to gain stats based on variant:
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Lay On Hands | 8 | Active | Guardian | Quickcast Healing Spell/SPell. Comes in two stages:
Cost and stats used depends on variant:
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Unwavering | 9 | Passive | Title | Gain an additional trigger vs Favoured Foes. All incoming damage is calculated using this armour's (and Redeemer's Bulwark, if equipped) Light resistance. Potency depends on enemy:
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Defiance | 10 | It's complicated. | Title + Guardian | If enemy is within 20 levels of armour, gain 1 Charge per turn. Can toggle to pay 10% Melee in SP (39 at 150) per turn to gain an additional 2 per turn. Can hold up to 50 charges at once.
Starting at 10 charges, the player will survive any lethal damage with 1 HP until the start of their next turn. Additionally disables all turn-skipping effects for one turn. Gain extra benefits if over 10 charges, chosen before triggering Defiance:
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Overwhelming Aura | 11 | Passive | All | Gain an additional trigger vs Favoured Foes:
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Mantra of Alignment | 12 | Toggle (Once per battle) | Title + Guardian | Change the armour's lean:
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Summon Steed | 13 | Active | All | Light Weapon-based skill. EleComp reduces SP cost (104 for Me/Ra, 202 for Ma at 150). Has 3 verions:
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Righteous Surge | 14 | Active | Guardian | Light Weapon-based skill. Follows weapon damage type. EleComp reduces SP cost (104 for Me/Ra, 202 for Ma at 150). Becomes stronger the less HP the player has remaining. Has 3 versions:
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Inner Light | 15 | Active | Title | Light Spell/SPell. EleComp increases spell damage. Has 3 versions:
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Resilient Aura | 16 | Passive | All | Gain an additional trigger vs Favoured Foes:
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Inspiring Radiance | 17 | Toggle | Guardian | Pays 12.5% Melee in SP (49 at 150) per turn. While toggled:
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Redeemer's Might | 18 | Active | Guardian | Overcharged Light Weapon-based skill. Deals +26.625% damage. EleComp reduces SP cost (352 for Me/Ra, 450 for Ma at 150). Attempts to inflict a (25*[LightRes])% Daze for 5 turns. This has +10 Save Bonus, player Stat/LUK vs. monster CHA/LUK. Triggers vs Favoured Foes:
Damage type, stats, and major roll depend on variant:
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Sunscale's Legacy | 19 | Active (Once per battle) | Guardian | Spell-Type skill. Seeks between Light and Fire. EleComp increases skill damage (assumes Light damage). Pays an additional 100% Melee in SP (392 at 150) for effects. Attempts to inflict a Power: (5.25*EleComp) [Element] Burn for [Hits] turns. This has +10 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK. Triggers vs Favoured Foes:
Damage type depends on variant:
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Righteous Judgement | 20 | Active | Title + Guardian | Overcharged Light Weapon-based skill. Follows weapon damage type. Deals +100% damage. EleComp reduces SP cost (349 for Me/Ra, 447 for Ma at 150). SP Cost is paid in two stages:
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Necromancer[]
Necromancer is a specialized Class (rather generalist like Paladin). In particular it caters towards Mages, Beastmasters, and of course Beastmages. Unlike Paladin, Necromancer does not target a specific enemy type (Undead/Demons), but instead primarily revolves around inflicting, consuming, and cleansing statuses to provide a variety of damaging, defensive and restorative effects.
Note: Necromancer currently has a number of bugs that have not been resolved, resulting in unintended performance (both good and bad). Most notably, "Deathwalker" does not function as intended. It will still be an extremely powerful armour even after all the problems are fixed.
Skill | Level | Type | Availability | Description |
---|---|---|---|---|
Hexpertise | 0 | Passive | Title | +5 Omni Status Potence. |
Fear | 1 | Active | All | Spell/SPell. EleComp increases spell damage. Deals -50% damage. Attempts to inflict a (50*[Res])% Fear for 4 turns. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK. Comes in 3 versions:
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Raise Skeleton | 2 | Active | Guardian | Lets you choose between 3 Guests:.
Upkeep depends on variant:
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Anima Ward | 3 | Passive | Title | The first time the armour is equipped in battle, gain a Barrier equal to 100% Melee, which is treated as a spell. Can Lucky Strike.
Stat Scaling Depends on Variant:
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Grievous Weave | 4 | Toggle | Guardian | Pays 25% Melee in SP (98 at 150) for all Spells cast in this armour to:
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Undead Giant | 5 | Active | All | Overcharged Spell-Type Skill. Follows weapon damage type and element. Can be interrupted with weapon specials. +50% damage. Deals an additional +15% damage for each of the following statuses: Afraid, Bleed, Paralyze. If no statuses are present, deals -15% damage. Costs 175% Melee in SP (686 at 150) regardless of variant.
Stats used depend on version:
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Wraithwork | 6 | Active | Guardian | Lets you choose between 3 Guests:.
Upkeep depends on variant:
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Absorb Hexes | 7 | Active | All | Heal Spell. Healing and cost is conditional:
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Necromancer's Presence | 8 | Toggle | Guardian | Pays 12.5% Melee in SP (48 at 150) to gain stats based on variant:
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Death's Resilience | 9 | Passive | All | Gain +6.7 Omni Status Resistance and take -3.33% damage for each status of the following statuses: Afraid, Bleed, Burn. |
Deathwalker | 10 | It's complicated. | Guardian | If enemy is within 20 levels of armour, gain 1 Charge per turn. Can toggle to pay 25% Melee in SP (49 at 150) per turn to gain an additional 10 per turn. Can hold up to 50 charges at once. If capped, each charge instead becomes 12.5% Melee as MP (58 at 150).
Upon death, instead of dying, equips Deathwalker. Can also manually equip Deathwalker at 10+ charges. This is bad and you should feel bad for making me document this. |
Grasp Essence | 11 | Active | Title | Darkness Spell. EleComp increases spell damage. No cost. Comes in 3 versions:
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Anima Attunement | 12 | Toggle (Once per battle) | Title + Guardian | Change the armour's lean:
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Haunting | 13 | It's complicated. | Guardian | Darkness Spell/SPell. EleComp increases spell damage. Comes in 3 versions:
Cost and stats used depend on version:
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Curses and Countercurses | 14 | Passive | Guardian | +2.5 Omni Status Potence and Resistance. |
Spiritual Amplification | 15 | Toggle | All | Pays 25% Melee in SP (98 at 150) to boost certain types of damage:
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Twin Summoning | 16 | Active | Guardian | Gain access to one of 3 Pets, taking up its own unique slot in your inventory:
Toggle upkeep depends on variant:
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Mana Quickening | 17 | Active (Once per battle) | All | Pays 100% Melee in HP (348 at 150), and 125% Melee in SP (490 at 150) to gain 250% Melee in MP (1306 at 150), and gain a 0.7857x damage taken Omni Eleshield effect for 1 turn. |
Aggressive Anima Ward | 18 | Passive | Title + Guardian | After using any damaging spell, gain a Barrier equal to 25% Melee. Barrier effect is a spell.
Stat Scaling Depends on Variant:
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Deathless Abomination | 19 | Active | Title | Comes in two stages:
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Deathless Legion | 20 | Active | Title + Guardian | Comes in two stages:
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