spells noted with * are multi-target
spells noted with ^ can only be cast on self
- Duran/base
no spells
casttime is determined by INT
spell bonus damage is determined by PIE - Duran/Knight
Heal Light (8 PIE), Def Up (10 PIE) - Duran/Gladiator
Diamond Saber (8 INT), Thunder Saber (9 INT), Ice Saber (10 INT), Flame Saber (11 INT) - Duran/Paladin 31/29/32/28/29/29
Heal Light* (15 PIE), Saint Saber (16 PIE), Def Up* (17 PIE), Magic Shield (18 PIE), Anti-Magic (19 PIE), Turn Undead* (20 PIE) - Duran/Lord 32/28/31/29/28/30
Heal Light* (15 PIE), Tinkle Rain* (15 PIE), Def Up* (16 PIE), Speed Up* (17 PIE), Speed Down (18 PIE), Life Booster (19 PIE), Energy Ball (20 PIE) - Duran/Swordmaster 32/29/31/29/28/29
Diamond Saber* (13 INT), Thunder Saber* (13 INT), Ice Saber* (14 INT), Flame Saber* (14 INT), Moon Saber (16 INT), Leaf Saber (17 INT), Dark Saber (18 INT), Saint Saber (19 INT), Speed Up^ (19 INT), Energy Ball^ (20 INT) - Duran/Duelist 33/30/30/30/27/28
Diamond Saber, Thunder Saber, Ice Saber, Flame Saber, Dark Saber (15 INT), Leaf Saber (16 INT), Anti-Magic (17 INT), Aura Wave (18 INT)
Lv3 tech has increased base damage
- Kevin/base
no spells
casttime is determined by INT
spell bonus damage is determined by PIE - Kevin/Monk
Power Up (14 CON), Heal Light (8 PIE) - Kevin/Bashkar
no spells - Kevin/God Hand 29/29/32/28/29/29
Power Up*, Heal Light, Saint Saber (15 PIE), Moon Saber (16 PIE), Tinkle Rain* (17 PIE), Mind Down (18 PIE), Magic Shield (18 PIE), Life Booster (19 PIE) - Kevin/Warrior Monk 28/30/31/29/28/30
Power Up*, Heal Light* (15 PIE), Power Down (14 PIE), Leaf Saber (16 PIE), Mind Up (17 PIE), Speed Down (18 PIE), Body Change (19 PIE) - Kevin/Death Hand 30/31/32/30/27/28
Dark Saber (13 INT), Diamond Saber (14 INT), Thunder Saber (15 INT), Ice Saber (16 INT), Flame Saber (17 INT), Aura Wave^ (18 INT)
Lv3 tech has increased base damage - Kevin/Dervish 29/30/33/29/28/29
Energy Ball (13 INT), Speed Down (14 INT), Def Down (15 INT), Moon Saber (17 INT), Leaf Saber (18 INT), Dark Saber (19 INT), Poison Breath (19 AGL)
- Hawk/base
no spells
casttime is determined by PIE
spell bonus damage is determined by INT - Hawk/Ranger
Arrows (phys, 13 LUCK), Spikes (earth, 14 LUCK), Change Form (10 INT), Sleep Flower (11 INT) - Hawk/Ninja
Shuriken (13 AGL), Earth Jutsu (14 AGL), Thunder Jutsu (15 AGL), Water Jutsu (16 AGL), Fire Jutsu (17 AGL) - Hawk/Wanderer 27/31/30/29/30/32
Arrows (phys), Sleep Flower* (16 INT), Change Form* (17 INT), Poison Bubble (Tree, 18 INT), Lunatic (19 INT), Anti-Magic (20 INT), Transshape (16 PIE), Life Booster (17 PIE), Aura Wave (18 PIE), Half Vanish (19 PIE), Mind Up (20 PIE), Energy Ball (21 PIE)
Anti-Magic replaces Spikes - Hawk/Rogue 28/32/29/28/29/33
Sleep Flower* (16 INT), Change Form* (17 INT), Speed Up^ (18 INT), Rock Fall (earth, Lv2, 18 LUCK), Land Mine (fire, 19 LUCK), Silver Dart (light, 20 LUCK), Cutter Missile (neutral, 21 LUCK), Cresent (dark, 22 LUCK), Deadly Weapon (22 LUCK), Rocket Launcher (fire Lv2, 23 LUCK), Axe Bomber (phys Lv2, 24 LUCK), Grenade Bomb (tree, 25 LUCK)
Axe Bomber replaces Arrows
Rocket Launcher replaces Spikes - Hawk/Ninja Master 28/33/30/30/28/32
Shuriken* (18 AGL), Water Jutsu* (19 AGL), Fire Jutsu* (20 AGL), Earth Jutsu* (21 AGL), Thunder Jutsu* (22 AGL), Analyse (22 AGL) - Hawk/Night Blade 29/32/31/29/29/31
Shuriken, Fire Jutsu, Water Jutsu, Thunder Jutsu, Earth Jutsu, Poison Breath (neutral Lv2, 19 AGL), Fire Breath (fire Lv2.5, 20 AGL), Blow Needles (dark, 21 AGL), Deadly Weapon (22 AGL), Black Rain* (23 AGL)
- Angela/base
Fireball (7 INT), Diamond Missile (9 INT), Airblast (11 INT), Ice Smash (12 INT)
Fireball is learnable with light spirit but still a fire elemental spell
Ice Smash is learnable with earth spirit but still an ice elemental spell
final classes will replace older skills; e.g. Arch Mage replaces Fireball with Explode
casttime is determined by AGL
spell bonus damage is determined by LUCK - Angela/Sorceress
Fireball*, Diamond Missile*, Airblast*, Ice Smash*, Holy Ball* (12 PIE), Evil Gate* (14 PIE) - Angela/Delvar
Fireball*, Diamond Missile*, Airblast*, Ice Smash*, Earth Quake (13 INT), Thunderstorm (14 INT), Mega Splash(16 INT), Explode (16 INT) - Angela/Grand Divina 30/29/28/32/32/30
Fireball*, Diamond Missile*, Airblast*, Ice Smash*, Holy Ball*, Evil Gate*, Heal Light (17 PIE), Tinkle Rain (18 PIE), Speed Up (19 PIE), Sleep Flower (18 INT), Transshape (20 INT), Double Spell* (23 INT) - Angela/Arch Mage 29/30/29/31/31/31
Earth Quake* (18 INT), Thunderstorm* (19 INT), Mega Splash* (20 INT), Explode* (21 INT), Saint Beam* (19 PIE), Dark Force* (18 PIE), Body Change (20 PIE), Anti-Magic (21 PIE), Mind Down (22 PIE), Power Down (22 PIE), Aura Wave (22 INT), Rainbow Dust* (fire+ice+air+earth Lv3, 23 INT) - Angela/Rune Master 28/28/30/32/30/30
Earth Quake* (19 INT), Thunderstorm* (20 INT), Mega Splash* (21 INT), Explode* (22 INT), Blaze Wall (23 INT), Cold Blaze (24 INT), Stun Wind (25 INT), Stone Cloud (26 INT), Diamond Saber* (17 PIE), Thunder Saber* (18 PIE), Ice Saber* (19 PIE), Flame Saber* (20 PIE) - Angela/Magus 29/29/29/33/29/29
Earth Quake* (19 INT), Thunderstorm* (20 INT), Mega Splash* (21 INT), Explode* (22 INT), Dark Force* (22 INT), Lunatic (23 INT), Rainbow Dust* (24 INT), Poison Bubble (25 INT), Death Spell (26 INT), Power Up (26 INT), Mind Up^ (27 INT), Ancient* (28 INT)
- Charlie/base
Holy Ball (6 PIE), Tinkle Rain (7 PIE)
Ghoul'n'Ghost can be learned early with the air spirit but still keep their respective elements
certain non-elemental traps/spells get element
casttime is determined by AGL
spell bonus damage is determined by LUCK - Charlie/Priestess
Heal Light (12 PIE), Holy Ball*, Tinkle Rain, Diamond Saber (14 PIE), Thunder Saber (15 PIE), Ice Saber (16 PIE), Flame Saber (17 PIE) - Charlie/Enchantress
Holy Ball*, Tinkle Rain, Machine Golem (13 PIE), Unicorn Head (14 PIE), Ghost (15 PIE), Ghoul (16 PIE), Power Down (17 PIE) - Charlie/Bishop 29/31/28/29/32/31
Heal Light*, Tinkle Rain*, Holy Ball*, Saint Beam (19 PIE), Diamond Saber* (20 PIE), Thunder Saber* (20 PIE), Flame Saber* (21 PIE), Ice Saber* (21 PIE), Saint Saber (22 PIE), Magic Shield (22 PIE), Def Up* (23 PIE), Turn Undead* (24 PIE) - Charlie/Sage 28/30/29/30/33/30
Heal Light*, Tinkle Rain*, Diamond Saber, Thunder Saber, Ice Saber, Flame Saber, Leaf Saber (19 PIE), Saint Beam* (20 PIE), Dark Force* (20 PIE), Mind Up* (21 PIE), Life Booster (22 PIE), Rainbow Dust* (24 PIE)
Saint Beam replaces Holy Ball - Charlie/Necromancer 29/29/27/31/32/32
Holy Ball*, Tinkle Rain, Unicorn Head (air Lv2), Machine Golem (earth Lv2), Ghoul (fire Lv2, 19 PIE), Ghost (ice Lv2, 20 PIE), Gremlin (dark Lv2, 21 PIE), Dark Saber (18 PIE), Great Demon (neutral Lv3+chibikko, 22 PIE), Black Curse (23 PIE), Half Vanish (24 PIE), Black Rain* (20 AGL)
Black Curse replaces Power Down - Charlie/Evil Shaman 30/30/28/30/31/31
Holy Ball*, Tinkle Rain, Unicorn Head (air Lv2), Machine Golem (earth Lv2), Ghoul (fire Lv2, 19 PIE), Ghost Road* (ice Lv2, 20 PIE), Anti-Magic (18 PIE), Def Up (21 PIE), Demon Breath (air+fire+dark Lv1.5, 22 PIE), Lunatic (23 PIE), Transshape (24 PIE), Sleep Flower (23 PIE)
Ghost Road replaces Ghost
Demon Breath replaces Power Down
- Riesz/base
no spells
Naga now causes sleep
casttime is determined by INT
spell bonus damage is determined by LUCK - Riesz/Valkyrie
Protect Up (10 PIE), Speed Up (11 PIE), Mind Up (12 PIE), Power Up (13 PIE) - Riesz/Rune Maiden
Speed Down (10 PIE), Protect Down (11 PIE), Power Down (12 PIE), Mind Down (13 PIE) - Riesz/Vanadise 31/31/31/29/31/29
Freya* (chibikko, 20 PIE), Power Up* (16 PIE), Def Up* (19 PIE), Mind Up* (18 PIE), Speed Up* (17 PIE), Heal Light (21 PIE), Tinkle Rain (22 PIE) - Riesz/Starlancer 32/30/30/30/30/30
Marduke* (mute, 20 PIE), Power Up* (16 PIE), Def Up* (19 PIE), Mind Up* (18 PIE), Speed Up* (17 PIE), Aura Wave (21 PIE), Energy Ball (22 PIE) - Riesz/DragonMaster 30/31/32/30/30/31
Jormungand* (poison, 20 PIE), Power Down* (18 PIE), Def Down* (17 PIE), Mind Down* (19 PIE), Speed Down* (16 PIE), Lunatic (21 PIE), Anti-Magic (22 PIE), Sleep Flower* (23 PIE) - Riesz/FenrirKnight 31/32/31/31/29/30
Lamia Naga* (sleep, 20 PIE), Power Down* (18 PIE), Def Down* (17 PIE), Mind Down* (19 PIE), Speed Down* (16 PIE), Moon Saber (21 PIE), Transshape (22 PIE)
Elemental Resistances and Weaknesses
Duran
- base resists ice, weak to fire
- light resists ice&wind, weak to fire&earth
- dark resists ice&light, weak to fire&dark
- L/L resists ice&wind, weak to fire&earth
- L/D resists ice&wind, weak to fire&earth
- D/L resists ice&light, weak to fire&dark
- D/D resists ice&light, weak to fire&dark
Kevin
- base resists dark, weak to light
- light resists dark&ice, weak to light&fire
- dark resists dark&earth, weak to light&wind
- L/L resists dark&ice, weak to light&fire
- L/D resists dark&ice, weak to light&fire
- D/L resists dark&earth, weak to light&wind
- D/D resists dark&earth, weak to light&wind
Hawk
- base resists fire, weak to wind
- light resists fire&dark, weak to wind&earth
- dark resists fire&earth, weak to wind&light
- L/L resists fire&dark, weak to wind&earth
- L/D resists fire&dark, weak to wind&earth
- D/L resists fire&earth, weak to wind&light
- D/D resists fire&earth, weak to wind&light
Angela
- base resists earth, weak to ice
- light resists earth&wind, weak to ice&dark
- dark resists earth&fire, weak to ice&wind
- L/L resists earth&wind, weak to ice&dark
- L/D resists earth&wind, weak to ice&dark
- D/L resists earth&fire, weak to ice&wind
- D/D resists earth&fire, weak to ice&wind
Charlie
- base resists light, weak to earth
- light resists light&fire, weak to earth&ice
- dark resists light&dark, weak to earth&fire
- L/L resists light&fire, weak to earth&ice
- L/D resists light&fire, weak to earth&ice
- D/L resists light&dark, weak to earth&fire
- D/D resists light&dark, weak to earth&fire
Riesz
- base resists wind, weak to dark
- light resists wind&light weak to dark&ice
- dark resists wind&ice, weak to dark&light
- L/L resists wind&light weak to dark&ice
- L/D resists wind&light weak to dark&ice
- D/L resists wind&ice, weak to dark&light
- D/D resists wind&ice, weak to dark&light