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Starting Stats.
HP. MP. STR. DEF. MAG.
20 6 4 3 8
Stat Growth.
HP. MP. STR. DEF. MAG.
+5 +3 +2 +1 +3
Abilities.
Name. Type. Description. Actions. MP Requirements. AP.
MP Haste Passive +3 MP per turn MP isn’t used. Level 1 Mage 2
Magical Affinity I Passive The Mage picks one type of magic and gains an affinity for it.
Effect: +5 to all spells of that type. (May vary depending on spells)
Level 5 Mage 5
MP Rage Passive +3 MP each time hit. Level 10 Mage 11
Magical Affinity II Passive/
Support
The mage’s affinity becomes stronger.
Effect: +15 to all spells of that type. Replaces Magical Affinity I
Level 15 Mage
Magical Affinity I
17
Magical Hastera Passive Effect: +14 MP per turn MP isn’t used. Replaces MP Haste. Level 17 Mage, MP Haste 20
Magical Affinity III Passive The Mage gains another affinity for an additional type of spell.
Effect: +25 to first affinity +15 to second affinity.Replaces Magical Affinity II
Level 22 Mage, Magical Affinity II 27
MP Hastega Passive +22 MP per turn MP isn’t used. Level 25 Mage
MP Hastera
30
Hyper Healing Support The Mage revives and fully heals an ally or fully heals themselves.
Effect: Full heal to one ally or self.
1 20 Level 27 Mage 32
Magical Affinity IV Passive The Mage further increases both affinities.
Effect: +35 to first affinity +27 to second.
None Level 30 Mage 35
Flare Force Offensive The Mage releases multiple magical fireworks dealing non-elemental damage to all enemies.
Damage: x2 magic damage to all enemies.
2 25 Level 35 Mage 42

 
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