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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:

  • EleVuln: Has a +10 Save Bonus, player CHA/LUK vs. monster CHA/LUK
  • Blind: Has a +10 Save Bonus, player CHA/LUK vs. monster DEX/LUK
  • Bleed: Has a +10 Save Bonus, player CHA/LUK vs. monster END/LUK
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:
  • All normal attacks, specials and skills are raised to skill level (*2 Base/Rand/Non-LS Stat damage, Magic attacks also get *0.75 to Base/Rand)
  • All normal attacks, specials and skills deal -12.5% damage for Melee/Ranged and -25% damage for Magic. (This only affects nonLS damage)
  • All normal attacks, specials and skills deal x7/8 damage and heals HP equal to x1/7 of damage dealt.
  • All spells/spell-type attacks deal +37.5% damage (This only affects nonLS damage)

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:
  • All normal attacks, specials and skills are raised to skill level (*2 Base/Rand/Non-LS Stat damage, Magic attacks also get *0.75 to Base/Rand)
  • All normal attacks, specials and skills deal -12.5% damage for Melee/Ranged and -25% damage for Magic. (This only affects nonLS damage)
  • All spells/spell-type attacks deal +37.5% damage (This only affects nonLS damage)

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:

  • Defloss/Elevuln: Has 2 hits. Deals -35.2% damage and attempts to inflict a -10*[Hits/Attempts] MRM [Variant Primary Resists] DefLoss and +25*[Hits/Attempts]% [Variant Primary Resists] EleVuln for 1 turn. Resist each separately with +10 Save Bonus player CHA/LUK vs. monster DEX/LUK.
  • SP Heal Mode: Has 1 hit. Deals -50% damage and heals 30% Melee in SP (118 at 150).
    • Healing is scaled by CHA. Without CHA, heals only 15% Melee in SP (59 at 150).
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:
  • All player normal attacks, specials and skills are raised to skill level (*2 Base/Rand/Non-LS Stat damage)
  • All spells/spell-type attacks deal +50% damage. (This only affects nonLS damage)

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:
  • Burn Eater Bonus: +([BurnPower*10]*[BurnDuration]*1.25/2)% damage.
    • Example: Removing a Burn with Power: 2.5 and Duration: 4 would grant +([2.5*10]*[4]*1.25/2)% = +62.5% damage.
  • Bleed Eater Bonus: +([BleedPower]*[ExpectedDuration]*1.25/2)% damage, where [ExpectedDuration] = 100/(100-[SaveDC + SaveBonus])
    • Example: Removing a Bleed with Power: 0.5 and ExpectedDuration: 2 would grant +([0.5]*[2]*1.25/2)% = +0.625% damage.

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:
  • Burn Eater Bonus: +([BurnPower*10]*[BurnDuration]*1.25/2)% damage.
    • Example: Removing a Burn with Power: 2.5 and Duration: 4 would grant +([2.5*10]*[4]*1.25/2)% = +62.5% damage.
  • Bleed Eater Bonus: +([BleedPower]*[ExpectedDuration]*1.25/2)% damage, where [ExpectedDuration] = 100/(100-[SaveDC + SaveBonus])
    • Example: Removing a Bleed with Power: 0.5 and ExpectedDuration: 2 would grant +([0.5]*[2]*1.25/2)% = +0.625% damage.

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: Link


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Tier 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:
  • Favoured Foes: +5% damage, +3 MRM.
Paladin Armaments 1 Active All Equips Radiant Edge and Resonant Bulwark temporary Weapon/Shield. Automatically unequips both when switching from Paladin.
  • Radiant Edge: Melee/Ranged/Magic 0-Proc Sword/Spear/Staff. Triggers vs Favoured Foes.
    • Favoured Foes: +10% damage.
    • Everything else: -5% damage.
  • Resonant Bulwark: Light Shield. Melee > Magic > Ranged blocking focus. Triggers vs Favoured Foes:
    • Favoured Foes: +6 MRM.
    • Everything else: -3 MRM.
    • Starting Level 9, gains an additional trigger vs Favoured Foes. Against Undead, all incoming damage is calculated using this shield's resistance. Against Demons, uses only 2/3 of this shield's resistance.
  • Starting Level 12, both gain an MC to remove downtrigger.
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:

  • Avenger: Melee if using a Melee weapon, otherwise Ranged. SP. Inflict with STR if using a Melee weapon, otherwise inflicts with DEX.
  • Arcanist: Magic. MP. Inflict with INT.
  • Holy Armour: Follows weapon damage type. SP. If Magic, pays 25% Melee in MP (131 at 150) instead of extra SP. Inflict with Mainstat.
Searing Radiance 3 Toggle All Pays 25% Melee in SP (98 at 150) for all weapon-based attacks in this armour to:
  • Searing: Attempts to inflict a Power: (2.5*[Hits]/[Attempts]) Light Burn. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
  • Radiant: Unlocks at Level 7. Inflicts a 14.29% Panic. Recover with +0 Save Bonus, player Mainstat/LUK vs. monster CHA/LUK.
  • Searingly Radiant: Unlocks at Level 7. Gain both effects. Pays 50% Melee in SP (196 at 150).
Redeemer's Conviction 4 Passive Guardian Gain an additional trigger vs Favoured Foes:
  • Lowers monster BtH by 9.
    • This has partial scaling from DEX. Without DEX, this value is 4.5.
    • Stat scaling can overcap the potency up to a max of 1.05x
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:.
  • Daimyo: Light Guest. Toggle between two modes:
    • Damage Mode: Triggers vs Favoured Foes:
      • Favoured Foes: +10% damage.
      • Everything else: -5% damage.
    • Heal Mode: Pays 1.5x upkeep. Heals the player's HP equal to ~50% expected Guest damage. This healing is not unaffected by the aftermentioned trigger.
  • Celestial Manifestation: Unlocked at Level 11. Toggles between two modes:
    • Booster mode: Does not attack. Boosts Melee and Ranged weapon-based attacks by +66%. Magic weapon-based attacks, and spells/spell-type skills receive x4/3 and x1/2 of the boost, respectively.
      • Scales with CHA. Without CHA, the normal boost value is +33%.
      • Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at 150.
      • Triggers vs Favoured Foes:
        • Favoured Foes: 1.1x potency.
        • Everything else: 0.95x Potency.
    • Damage mode: Pays an additional 25% Melee in SP (96 at 150) per turn to deal +100% damage.
  • Paladin Apprentice: Unlocked at Level 16. Light Guest. Toggles between two modes:
    • Blocking mode: Does not attack. Passively reduces enemy BtH by 21.6.
      • Scales with CHA. Without CHA, reduces enemy BtH by 10.8.
      • Stat scaling can overcap the boost values to a max of x1.1. Boost values also receive a x1.029 bonus from the outleveling formula at 150.
      • Triggers vs Favoured Foes:
        • Favoured Foes: 1.25x potency.
        • Everything else: 0.875x potency.
    • Damage mode: Standard Light guest. Follows player's weapon damage type. Triggers vs Favoured Foes:
      • Favoured Foes: +10% damage.
      • Everything else: -5% damage.

Upkeep depends on variant:

  • Avenger uses SP.
  • Arcanist/Holy Armour can use either MP or SP.
Harmonic Might 7 Toggle All Pays 12.5% Melee in SP (48 at 150) to gain stats based on variant:
  • Avenger: STR + DEX (+35 each at 150).
  • Arcanist: INT (+50 at 150).
  • Holy Armour: STR + INT (+35 each at 150).
Lay On Hands 8 Active Guardian Quickcast Healing Spell/SPell. Comes in two stages:
  • First stage spends a turn and pays resources to gain 3 Charges.
  • Second stage spends a single Charge to heal. Deals -50% "damage". Takes a 0.85x penalty.

Cost and stats used depends on variant:

  • Avenger/Holy Armour: 150% Melee in SP (588 at 150). Uses END for stat damage.
  • Arcanist: 112.5% Melee in MP (588 at 150). Uses INT for stat damage.
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:
  • Undead: Full potency.
  • Demons: Uses [LightRes]*2/3 + [Res]*1/3, where Res is the original element.
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:

  • Glorious Renewal: Heals the player's HP and MP.
    • HP healing uses END for stat damage. Deals +(10*[Extra Charges]-100)% damage.
    • MP healing is equal to 5% Melee in MP (26 at 150).
  • Heroic Blaze: Unlocks at Level 13. Attempt to inflict a Power: ([Extra Charges]/0.7) Burn for 2 turns. This has -20 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK.
    • Element of Burn depends on enemy:
      • Undead: Seeks all 8 elements.
      • Everything else: Light.
  • Heroic Burst: Unlocks at Level 17. Spell-like skill. Follows weapon damage type. Damage and element depends on enemy:
    • Undead: Deals +(7.5*[Extra Charges]-100)% damage. Seeks all 8 elements + Harm.
    • Demons: Deals +(6.67*[Extra Charges]-100)% damage. Seeks Light + Harm.
    • Everything else: Deals +(3.75*[Extra Charges]-100)% damage. Light.
  • Luminous Abjuation: Unlocks at Level 20. First 21 charges go into an Omni Eleshield (-[Extra Charges]/21*0.96)% damage). Remaining charges heal HP. HP healing uses END for stat damage. Deals +(10*[Remaining Charges]-100)% damage.
Overwhelming Aura 11 Passive All Gain an additional trigger vs Favoured Foes:
  • Gain +20 Omni Status Potence.
    • This has partial scaling from CHA. Without CHA, this value is 10.
    • Stat scaling can overcap the potency up to a max of 1.1x
Mantra of Alignment 12 Toggle (Once per battle) Title + Guardian Change the armour's lean:
  • Fully-Defensive
  • Neutral (default)
  • Fully-Offensive
  • Lean change persists between battles, and lasts until logout.
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:
  • Charge!: Standard skill.
  • Trample!: Unlocks at Level 16. Deals -35% damage. Attempts to inflict a (50*[Hits]/[Attempts]*[LightRes])% Daze for 2 turns. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.
  • Chase!: Unlocks at Level 19. Deals -35% damage. Attempts to inflict a +(50*[Hits]/[Attempts]*[LightRes])% Light Elevuln for 2 turns. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.
  • Damage type and stats used depend on version:
    • Avenger: Melee if using Melee, Ranged otherwise. Uses Mainstat/CHA/LUK.
    • Arcanist: Magic. Uses INT/CHA/LUK.
    • Holy Armour: Follows weapon damage type. Uses DEX/CHA/LUK.
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:
  • Righteous Inspiration: Deals 0.5x damage. Heals the player's HP equal to 0.425x skill damage. This healing starts at -100% damage, and scales up to +150% based on missing HP. Has a 3 turn cooldown inbetween uses.
  • Righteous Renewal: Unlocks at Level 17. Deals 0.5x damage. Heals the player's SP or MP equal to 0.8x standard Spell damage depending on variant. This healing starts at -100% damage, and scales up to +150% based on missing HP. Resource gained and cooldown depends on variant:
    • Avenger: SP. 10 turn cooldown.
    • Arcanist/Holy Armour: MP. 3 turn cooldown.
  • Righteous Retribution: Unlocks at Level 20. Deals -50% damage, and scales up to +75% based on missing HP. No cooldown.
Inner Light 15 Active Title Light Spell/SPell. EleComp increases spell damage. Has 3 versions:
  • Harmonic Light: Standard.
  • Focused Light: Efficient.
  • Overwhelming Light: Unlocked at Level 20. Overcharged.
  • Cost and damage type depends on version used:
    • Arcanist: Magic. Standard cost. MP.
    • Avenger: Melee if using a Melee weapon, Ranged otherwise. Standard cost. SP. Rather than pay extra SP, Overwhelming Light pays 50% Melee in HP (174 at 150). Uses STR/DEX/LUK for damage and accuracy.
    • Armour: Follows weapon damage type for stat damage and accuracy. Standard cost. Can choose between SP or MP cost.
Resilient Aura 16 Passive All Gain an additional trigger vs Favoured Foes:
  • Gain +20 Omni Status Resistance.
    • This has partial scaling from END. Without END, this value is 10.
    • Stat scaling can overcap the potency up to a max of 1.1x
Inspiring Radiance 17 Toggle Guardian Pays 12.5% Melee in SP (49 at 150) per turn. While toggled:
  • Player damage (weapons/specials/damaging spells) deal 0.75x damage.
  • Player takes 0.875x damage.
  • Pets and Guests deal 1.25x damage.
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:
  • Favoured Foes: Save Bonus becomes -20.

Damage type, stats, and major roll depend on variant:

  • Avenger: Melee if using Melee, Ranged otherwise. Uses STR/END/LUK for stats if using Melee/Ranged, DEX/END/LUK if Magic. Major roll depends on weapon type and stats:
    • If Melee, uses max(END, STR).
    • Otherwise, max(END, DEX).
  • Arcanist: Magic. Uses STR/INT/LUK for stats. Major roll is max(STR, INT).
  • Holy Armour: Melee if Melee, Ranged otherwise. Uses STR/INT/LUK for stats. Major roll is max(STR, INT).
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:
  • Undead: Deals +25% damage. Also seeks Harm/Void. Burn becomes Power (7.5*EleComp). Save Bonus becomes -20.
  • Demons: Deals +16.67% damage. Also seeks Harm. Burn becomes Power (7*EleComp). Save Bonus becomes -13.3.
  • Everything else: Deals -12.5% damage.

Damage type depends on variant:

  • Avenger: Melee if using Melee, Ranged otherwise.
  • Arcanist: Magic.
  • Holy Armour: Follows weapon damage type.
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:
  • First stage is a toggle. Pays 18.75% Melee in SP (73 at 150) per turn to generate 1 Charge. Second stage requires 5 Charges to use.
  • Second stage attacks. Remaining SP cost is paid (Me/Ra gain back 16 SP, while Ma pays 82 SP at 150). Comes with two triggers:
    • Trigger 1: Deals +6.67% damage for each of the following statuses on the enemy: Burn, Blind, Panic, Daze. If no statuses are present, deals -10% damage.
    • Trigger 2: Seeks Vs. Favoured Foes:
      • Undead: 8 Standard Elements + Harm + Void.
      • Demon: 8 Standard Elements + Harm.

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:
  • Looming Fear: Darkness.
  • Searing Fear: Unlocks at Level 6. Fire.
  • Primal Fear: Unlocks at level 12. Harm. Unlike the other two versions, this triggers against monsters with Freedom. When triggered:
    • No longer attempts to inflict Fear; instead, does full damage.
    • Seeks between Darkness and Harm.
    • Gains EleComp to damage (assumes Darkness damage).
  • Stats used and cost depend on version:
    • Commander's: Costs 125% Melee in SP (490 at 150). Uses DEX/CHA/LUK for stats.
    • Spellsinger's: Standard spell. Uses MP.
    • Obsidian: Costs 125% Melee in SP (490 at 150). Uses INT/CHA/LUK for stats.
Raise Skeleton 2 Active Guardian Lets you choose between 3 Guests:.
  • Deathless Knight: Melee Guest. Follows weapon element. Can toggle between normal and berserk mode:
    • Normal Mode: Deals 0.6x damage.
    • Berserk Mode: Pays 2.1x upkeep. Deals +50% damage. -15 BtH Lean.
  • Undead Beast: Unlocks at Level 7. Ice Guest. Can toggle between damage and status mode:
    • Damage Mode: Ranged. +20 BtH Lean.
    • Status Mode: Pays 1.5x upkeep. Deals -25% damage. Attempts to inflict a Power (0.45*[Hits]/Attempts]) Bleed. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.
  • Deathless Dracolich: Unlocks at Level 13. Darkness Guest. Can toggle between damage and status mode:
    • Damage Mode: Melee. Deals +20% damage if monster is Burning, -13.33% otherwise.
    • Status Mode: Magic. Seeks between Fire and Dark. Deals -50% damage. Attempts to inflict a Power: 2.14 [Element] Burn for [Hits] turns. This has -20 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

Upkeep depends on variant:

  • Commander's uses SP.
  • Spellslinger's uses MP.
  • Obsidian can use either MP or SP.
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:

  • Commander's: CHA.
  • Spellslinger's: INT.
  • Obsidian: INT/CHA/END. Unlike the other two, cannot lucky strike.
Grievous Weave 4 Toggle Guardian Pays 25% Melee in SP (98 at 150) for all Spells cast in this armour to:
  • Rending Weave: Attempts to inflict a Power: (0.25*[Hits]/[Attempts]) Bleed. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.
  • Chilling Weave: Unlocks at level 9. Has a (42*[Hits]/[Attempts])% chance to Paralyze for 1 turn. This has +0 Save Bonus, player INT/LUK vs. monster END/LUK.
  • Chilling Rend: Unlocks at level 15. Gain both effects. Pays 50% Melee in SP (196 at 150).
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:

  • Commander's uses DEX/CHA/LUK.
  • Spellslinger's uses INT/DEX/LUK.
  • Obsidian uses INT/CHA/END.
Wraithwork 6 Active Guardian Lets you choose between 3 Guests:.
  • Ghost Ally: Magic Guest. Seeks between Ice and Energy. Toggles between damage and Auto-Hit mode:
    • Damage Mode: Full damage.
    • Auto-Hit Mode: Pays 1.5x upkeep. Deals 0.65x damage in exchange for Auto-Hit. Deals +50% damage.
  • Ancestral Wraith: Magic Wind Guest. Toggles between status mode and damage mode.
    • Status Mode: Deals -66.7% damage. Attempts to Paralyze for 1 turn. This has +20 Save Bonus, player CHA/LUK vs. monster END/LUK.
    • Damage Mode: Pays 1.5x upkeep. Deals +50% damage.
  • Anima Manifestation: Magic Guest. Upkeep is split between SP and MP (43 and 57 at 150) regardless of variant. Can toggle between Fire and Harm:
    • Fire: Deals +15% damage for each of the following statuses: Afraid, Bleed, Paralyze. If no statuses are present, deals -15% damage.
    • Harm: Pays 1.5x upkeep. Deals 0.9x damage. Deals +50% damage.

Upkeep depends on variant:

  • Commander's uses SP.
  • Spellslinger's uses MP.
  • Obsidian can use either MP or SP.
Absorb Hexes 7 Active All Heal Spell. Healing and cost is conditional:
  • If any of the following statuses are present, cleanses all of them, and heals the player's HP equal to (25*[cleansed])% Melee:
    • Bleed
    • Burn (except Prismatic Burn)
    • Poison
    • Spiritual Seed
    • Fear
    • Choke
    • Panic
    • The first status cleansed is free. If more than one status is being removed at once, pays 25% Melee in SP (98 at 150) per extra status.
  • If none are present, instead heals the player's HP equal to 75% Melee for no cost.
Necromancer's Presence 8 Toggle Guardian Pays 12.5% Melee in SP (48 at 150) to gain stats based on variant:
  • Commander's: CHA (+50 at 150).
  • Spellslinger's: INT (+50 at 150).
  • Obsidian: INT + CHA (+35 each at 150).
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:
  • Consume Fear: Deals -62.5% damage. Deals 0.5x damage. Heals HP based on damage dealt. If Fear is present, consumes Fear to increase damage based on potency and duration.
  • Unravel Blood: Deals -62.5% damage. Deals 0.5x damage. Heals MP based on damage dealt. If Bleed is present, consumes Bleed to increase damage based on potency.
  • Rend Mana: Damages MP instead of HP. Deals -81.25% damage. Deals 1.5x damage. Gain Omni Eleshield for 3 turns. Strength of Eleshield is based on damage dealt.
Anima Attunement 12 Toggle (Once per battle) Title + Guardian Change the armour's lean:
  • Fully-Defensive.
  • Neutral (default.
  • Spellcaster.
  • Lean change persists between battles, and lasts until logout.
Haunting 13 It's complicated. Guardian Darkness Spell/SPell. EleComp increases spell damage. Comes in 3 versions:
  • Dark Haunting: Standard.
  • Precise Haunting: Unlocks at level 16. Efficient.
  • Grand Haunting: Unlocks at Level 20. Overcharged.

Cost and stats used depend on version:

  • Commander's: SP. Uses DEX/CHA/LUK for stats.
  • (Spellslinger's) Obsidian: MP. Uses INT/LUK for stats.
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:
  • Mana Amplification: +10% Spell damage.
  • Anima Amplification: +20% Pet and Guest damage.
  • Full Amplification: Both effects. Pays both at once (196 SP at 150).
Twin Summoning 16 Active Guardian Gain access to one of 3 Pets, taking up its own unique slot in your inventory:
  • Deathless Knight: Melee Pet. Follows weapon element. Can toggle between normal and berserk mode:
    • Normal Mode: Deals 0.6x damage.
    • Berserk Mode: Pays 44% Melee in either SP or MP (172 or 230 at 150 respectively). Deals +50% damage.
  • Undead Beast: Unlocks at Level 17. Ice Pet. Can toggle between damage and status mode:
    • Damage Mode: Ranged. +20 BtH Lean.
    • Status Mode: Pays 20% Melee in either SP or MP (78 or 118 at 150 respectively). Deals -25% damage. Attempts to inflict a Power (0.3*[Hits]/Attempts]) Bleed. This has +0 Save Bonus, player CHA/LUK vs. monster END/LUK.
  • Deathless Dracolich: Unlocks at Level 19. Darkness Pet. Can toggle between damage and status mode:
    • Damage Mode: Melee. Deals +20% damage if monster is Burning, -13.33% otherwise.
    • Status Mode: Magic. Seeks between Fire and Dark. Deals -50% damage. Attempts to inflict a Power: 1.43 [Element] Burn for [Hits] turns. This has -20 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

Toggle upkeep depends on variant:

  • Commander's: SP.
  • Spellslinger's: MP.
  • Obsidian: SP or MP.
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:

  • Commander's: CHA.
  • Spellslinger's: INT.
  • Obsidian: INT/CHA/END. Unlike the other two, cannot lucky strike.
Deathless Abomination 19 Active Title Comes in two stages:
  • First stage pays 25% Melee in SP (98 at 150) each turn to generate 1 Charge, capped at 3.
  • Second stage requires 3 Charges. Overcharged Spell-like skill. Follows weapon damage type and element. Uses INT/CHA/END for stats. Cannot Lucky Strike. Does multiple things:
    • Deals +10% damage for each of the follow statuses: Bleed, Fear, Paralyze. If no statuses are present, deals -10% damage.
    • Deals -25% damage. Attempts to inflict a (16.67*[Hits]) Fragile for 5 turns. Player INT/CHA vs. monster END/LUK. Base save is modified by a trigger:
      • For each of the following statuses, resist with +5 Save Bonus: Bleed, Fear, Paralyze (+15 total). If no statuses are present,resist with -5 Save Bonus.
Deathless Legion 20 Active Title + Guardian Comes in two stages:
  • First stage pays 125% Melee in SP or MP (490 and 653 at 150 respectively) depending on variant to charge the spell to use at a later turn. Quickcast.
  • Second stage attacks. "Overcharged" Darkness Spell/SPell. Pays an additional 100% Melee in SP or MP (392 and 523 at 150 respectively) depending on variant. EleComp increases spell damage. Cannot Lucky Strike.
    • Base damage will be known as "Core".
      • Core starts out at 100% Melee.
        • For each of the following statuses, Core deals +10% damage: Burn, Poison, Afraid. If no statuses are present, deals -10% damage.
        • Core's damage is also modified by HP (-33.33% damage at 100% HP, up to +50% damage at 0 HP, scaling linearly).
        • At worst case, Core will be 56% Melee, and at best case Core is 180% Melee.
    • Spell is "11" hits, split unevenly between 6 hits:
      • First 5 hits that counts as 2 for the sake of calculation.
      • Last hit that counts as 1 for the sake of calculation.
    • Attempts to inflict four different statuses, each resisted separately, all resisted with +0 bonus:
      • Power: (1.25*Core*[Hits]) Darkness Poison for 4 turns. Heals the player's HP equal to damage dealt (Resist with END/LUK).
      • Power: (2.5*Core*[Hits]) Darkness Burn for 4 turns (Resist with DEX/LUK).
      • Power: ((Core*[Hits]/[Attempts])/2) Bleed (Resist with END/LUK).
      • (21*Core*[Hits]*[DarkRes])% Fear for 4 turns (Resist with CHA/LUK).
  • Resource used, along with stats used for both damage and status infliction depend on variant:
    • Commander's: SP. Uses CHA/DEX/LUK for stats. Inflicts using CHA/LUK.
    • Spellslinger's: MP. Uses INT/DEX/LUK for stats. Inflicts with INT/LUK.
    • Obsidian: MP. Uses INT/CHA/END for stats. Inflicts with INT/CHA.


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