Arcanist -- (Specialty Bonus +5 MP Stat)
Ability Name |
Ability Description |
Cooldown |
Summon Carbuncle |
Summon a Carbuncle of a single element to your side. This summon dispels when its HP reaches 0. |
10 turns |
Bio |
Apply a Bleed for 3 turns to a Single Target. |
5 turns |
Bane |
Spread Debuffs and DoT's of one target you and your allies have applied to all targets within Melee Range of that target. |
5 turns |
Distracted Acting |
The Arcanist and the Summon work on the same initiative order. If both decide to act, both take a -50 to their rolls and Hit Class for that turn. |
N/A |
Rouse |
Give your summoned pet a +100 to Attack and Defense, and a Shield of 2. After your pet has been roused it is stunned for one turn. |
9 turns |
NOTICE:
As an Arcanist, you can pick up to three (3) different Carbuncle elements to use. These Carbuncles can be a tank-style, melee-style, or ranged style if you wish. You can even customize your own, if you so desire!
Example:
Bob has an Amethyst Carbuncle. It deals Lightning damage. He also designs a Peridot Carbuncle that does Wind damage, and an Onyx Carbuncle that deals Dark damage.
You can get very creative with your names and elements of your loyal companions, so don't be shy!
Just know that once you pick your three Carbuncles, their elements and their roles, you CANNOT change them!
Scholar -- (Specialty Bonus +5 MP Stat)
Ability Name |
Ability Description |
Cooldown |
Adloquium |
A heal that also applies temporary HP equal to half the amount healed, rounded up. This is a shield bonus and does not stack with other shield bonuses. |
3 turns |
Deployment Tactics |
Spreads all positive and negative effects to all party members. |
6 turns |
Selene / Eos |
Selene: Shortens maximum cooldown time by one. Eos: Heals an Ally for one every turn she is out. Fairies cannot be out at the same time. Lasts 3 turns. |
6 turns |
Eye for an Eye |
This is cast on a single ally. For the next 3 turns, they are granted a reflective shield that causes the source of their damage to take -50 to their attack rolls for 3 turns. This can never reduce their attacks by more than -50. |
2 turns |
Dissipation |
Sacrifice Eos/Selene for +2 to next heal. Cannot summon Eos/Selene for 4 turns. |
4 turns |
A Scholar's Faerie:
Scholars, unlike many classes, have a pet that cannot be targeted by attacks, but is on a very specific timer. These fairies can only be customized by name and color--however their basic functions are always the same.
Astrologian -- (Specialty Bonus +5 MP Stat)
Ability Name |
Ability Description |
Cooldown |
Card Draw |
Draw a card from your deck. Each card has a unique effect. |
N/A |
Card Slot |
(Reaction) Slot the card you drew for later use. Can only hold for 3 turns. You cannot have more than one card slotted at a time. |
N/A |
Celestial Opposition |
(Reaction) Chosen Card (either drawn or stored it can only be one) becomes an AoE effect. Does not affect Lord, Lady, or Chariot. |
4 turns |
Diurnal / Nocturnal Stance |
[Diurnal]: grants Regen on heals cast by you over +2. [Nocturnal] grants Shield on heals cast by you over +2 Stance toggles off after 3 turns. |
2 turns |
Collective Unconsciousness |
This is a melee range ability. Grants Regen & +50 DEF to all allies within range for 2 turns. AST cannot move for 2 turns and takes +2 more damage. |
6 turns |
Card Draw & Card Slot:
If you draw a card as an Astrologian, and don't like what your drew, you can always either throw it away, or you can use Card Slot as a reaction to save it for later on. You never know when it might come in handy!
Card Draw Table
Number Rolled |
Card Drawn |
Card Effect |
0-200 |
The Bole |
+2 Shield to 1 ally |
201-400 |
The Balance |
+2 to the next attack of 1 ally |
401-500 |
The Spear |
Your next attack does +1 damage regardless of whether you hit or not. |
501-600 |
The Arrow |
Attack Twice on the turn this card is given to you. |
601-700 |
The Ewer |
Reduces the cooldown of a single ally's abilities by 1. |
701-800 |
The Spire |
Grant +50 to an ally's next roll |
801-800 |
The Lord |
You deal +3 damage without a roll to a single enemy. |
900-949 |
The Lady |
As a reaction, restore +3 HP to an ally. This card can be slotted for free. You can not stack more than one of these cards at one time. |
950 + |
The Chariot |
Heals 1 ally to full. This card cannot be slotted twice. |
Summoner -- (Specialty Bonus +5 MP Stat)
Ability Name |
Ability Description |
Cooldown |
Summon Egi |
Summon an egi to your side. This summon dispels when its HP reaches 0. |
10 turns |
Unaspected Spellcasting |
All spellcasting done by the Summoner is unaspected. If an Egi is summoned, the Summoner may attune their spells to the element of the Egi instead. |
|
Distracted Acting |
The Summoner and their Egi work on the same initiative order. If both decide to act, both take a -50 to their rolls and Hit Class for that turn. |
|
Enkindle |
Order your Egi to use its signature move, applying a effect based on its element |
Once Per Levequest |
Tri-Disaster |
Automatically applies Slow, Bleed and Silence to one enemy. |
Once per Leve |
Summoner Egis:
As a summoner, you can pick up to three (3) different egis to fight alongside you. Each egi has various types, to choose wisely! You can decide the function of these egis (tank, melee, ranged) to your liking.
Just like the Arcanist, the Summoner is limited to deciding which three Primals' aether they can hold on their person, and these CANNOT be changed once you've chosen!
-
Egi Name |
Element Type |
Enkindle Effect |
Ifrit |
Fire |
Ignites 3 targets |
Titan |
Earth |
Deals 1 damage to melee range foes |
Garuda |
Wind |
Deals 1 damage to 3 foes, pushes them to melee |
Leviathan |
Water |
Fire damage deals 1 less per attack, Levin/Lightning damage deals 1 more per attack for 3 turns |
Ramuh |
Lightning |
Deals 3 damage immediately, and if target rolls under 500, drop metal items. |
Shiva |
Ice |
Apply Bind to three targets. |
Ravana |
Fire, Unaspected |
Ignites 3 targets |
Bismark |
Water, Wind |
Fire deals 1 less damage, pushes 3 foes to ranged. |
Nidhogg |
Fire, Dark |
Ignite 3 targets, casts Blind on 1 target. |
Bahamut |
Unaspected |
Deals +3 damage automatically. |
Sephirot |
Earth, Unaspected |
Deals 1 damage to melee range foes |
Sophia |
Light |
Stoneskins 3 targets |
Zurvan |
Fire, Ice |
Inflicts Ignite on 3 targets. Applies Bind to 1 target. |
Alexander |
Light |
Returns 1 target to the state they were in at the beginning of battle. |
Lakshmi |
Light, Unaspected |
Replenishes 3 allies to half HP if below half. |
Susano-O |
Thunder, Wind, Water |
Deals 2 damage automatically to 3 enemies. Levin/Lightning deals +1 more for 3 turns. |
Tsukiyomi |
Light, Dark |
Casts Stoneskin on 2 allies. Casts Confusion on 1 enemy. |
Byakko |
Thunder, Wind, Fire |
Deals Thunder, Wind, and Fire damage to 3 enemies. |
Susaku |
Fire, Wind |
Ignite 3 targets, pulling them in melee range. |
Seiryu |
Water, Wind, Earth |
Water, Wind, and Earth damage increased by +1 for 3 turns. |
_
Blue Mage -- (BOUND CLASS)
Ability Name |
Ability Description |
Cooldown |
Execute |
Use an enemy ability |
|
Overdrive |
Burn your own energy to unleash a devastating boss-tier attack dealing 4 damage to all enemies. You cannot act or move for 2 turns afterwards. |
Once per Leveset |
Bound to Blue:
As a Bound Class the Blue Mage is unique in the way it is played, (much like in-game.) Because of how powerful it is, the Blue Mage is limited to very specific spells (below) and cannot be paired up with another class.
If you decide to pick Blue Mage, you will not be able to pick a second class. This is to ensure that things are balanced. To counter this limitation, the DM's have made the abilities for Blue Mage VERY strong.
Blue Mage Spells
Ability Name |
Spell Effect |
Slap |
An attack that deals damage, adding +1 to the total roll. |
Lullaby |
Inflicts Sleep on non-Boss enemies. |
Flying Hip Press |
Closes the gap between the user and their target, dealing damage. |
???? |
Deal your current HP value to an enemy. This can only be used once per episode. |
Goblin Punch |
If roll is greater than 600, the target is stunned. |
Final Sting |
Reduce own HP to 1, One Use per Leve. Deal +4 Damage on Hit, Guaranteed Hit |
1000 Needles |
Guaranteed +4 Damage, AoE may hit Allies in melee range |
Bad Breath |
Chance to inflict Varied Status Effects. 0-199, Poison. 200-399 Sludge. 400-599, Blind. 600-799, Disable. 800+ Mini. !! Only Calculated OVER HC !! Deals No Damage |
Pond's Chorus |
If roll is higher than 700, any non-boss enemy is turned into a frog. |
Lilliputan Lyric |
Inflicts Mini on any non-boss target. |
Mighty Guard |
Become Untargetable, and Immune to damage for 1 Turn |
Level 5 Death |
If enemy's current HP is a multiple of 5, they are inflicted with Doom. |
White Wind |
Heal all allies for +3. |
Heartless Angel |
Revive an ally at the cost of dropping yourself or an ally to 1 HP. |
_
Ninja -- (Specialty Bonus +5 STR Stat)
Ability Name |
Ability Description |
Cooldown |
Elemental Ninjutsu |
Randomly roll for an attack, in which you roll on the Ninjutsu table. If you roll the same attack a second time without using Kassatsu, the enemy will gain an elemental vulnerability debuff to the element of the attack. |
|
Summon Ninjutsu |
On the turn you use this ability, you make an attack. If your attack hits, you summon a spirit that attacks with you on your next turn, using all your bonuses. If your attack misses, you sacrifice all actions on your next turn. |
4 turns |
Substitution |
(Reaction) Substitute yourself with a dummy for this attack, negating all damage. |
6 turns |
Kassatsu |
(Reaction) Your next Ninja action is more customizable. After your roll is determined, you are allowed to add OR subtract up to +300 to your roll. This change may: Help determine another Elemental Ninjutsu type, Help you summon your medium or attempt to ensure your Hide roll succeeds. |
5 turns |
Shadow Ninjutsu |
When you use this ability, roll an Evasion Check. Enemies get to roll against you to spot your trickery with an investigation roll. |
Whoever doesn't beat your roll, you are hidden to. If you attack an enemy you are hidden to or are hit point blank, your hidden ability breaks.
Any enemies who have seen you use Shadow Ninjitsu before, at any point in time, gains a bonus of +100 to their roll to spot you.
__
Elemental Ninjutsu
Roll |
Attack |
Effect |
0-200 |
Katon / Fire Whip |
Deal fire damage. Use again to inflict Burn on a target. |
201-400 |
Hyoton / Flashfreeze |
Deal Ice damage. Use again to inflict Freeze on a target. |
401-500 |
Raijin / Thunderous Roar |
Deal Lightning damage. Use again to inflict Shock on a target. |
501-600 |
Fujin / Shining Air |
Deal Wind damage. Use again to inflict Windbite on a target. |
601-700 |
Doton / Boulder Smash |
Deal Earth damage. Use again to inflict Sludge on a target. |
701-800 |
Suiton / Sliprain |
Deal Water damage. Use again to inflict Dropsy on a target. |
801-900 |
Myoshu / Heavy Dust |
Deal Light damage. Use again to inflict Lux on a target. |
901-949 |
Kurayami / Evil Gaze |
Deal Dark damage. Use again to inflict Poison on a target. |
950 + |
Huton |
Attack two more times. |
Samurai -- (Specialty Bonus +5 STR Stat)
Ability Name |
Ability Description |
Cooldown |
Kaiten |
Your next successful attack gains +1 damage. |
4 turns |
Gyoten |
Upon using this ability, you are allowed a chance to re-roll your initiative. Your new roll must be used. You then act the next time you appear in the initiative order. |
Once per Combat |
Third Eye |
Activate your Third Eye, giving you a passive buff for three turns. If you take damage at any point in time during these three turns, you may take one of two reactions. (Below) This ability can not be combined with cleave or any other abilities that buff damage or effect hit class. |
6 turns |
Ageha |
Shear Enemy Defense to 0 for a single turn. All allies can take advantage of this shear. |
Once per Leve |
Guren |
This ability can be used once per leve. The samurai performs a complex grouping of attacks, hitting many enemies at once. This attack automatically hits and does less damage to each enemy beyond the first. |
1st enemy: 5 damage
2nd enemy: 3 damage
All additional enemies: 1 damage.
Third Eye Abilities
[Healing Eyes]: Immediately Recover 2 Health Points.
[Seigan]: Immediately deal 2 Damage to an enemy.
_
Geomancer -- (Specialty Bonus +5 MP stat)
Ability Name |
Ability Description |
Cooldown |
Gaia |
Randomly selects terrain. Each terrain type gives buffs and bonuses and lasts for 3 turns. |
2 turns |
Theurgic Focus |
Use an attack whose element coincides with the terrain summoned by Gaia ability. |
|
Life Cycle |
The current terrain is dismissed. Until another terrain is summoned, all allies gain +1 to all healing abilities. Another terrain cannot be summoned until two turns have passed once this ability has been used. |
4 turns |
Planewalker |
By taking a single step, your summoned terrain warps around you and delivers you to your destination within your summoned terrain. This allows you to break bind, and you may walk to anywhere within your terrain. This move can not deposit you outside of your terrain. |
4 turns |
Primordial Zeal |
The next summoned terrain appears at double potency. No effect can increase this potency any further. |
6 turns |
Geomancy:
A Geomancer works well with many classes due to their ability to change the terrain of battle around them, giving certain elements a boost in damage depending on what they create. However, the land is a fickle mistress, and you may not always get the kind of landscape you need, right when you need it...
Geomancer Gaia Ability:
Terrain |
Effect |
0-200 |
Volcanic Inferno |
Change the terrain to lava and hot rock. +1 to Fire damage. |
201-400 |
Icy Tundra |
Change the terrain to frozen ice and snow. +1 to Ice damage. |
401-500 |
Levin Plains |
Change the terrain to a lightning-prone, flat field. +1 to Lightning damage. |
501-600 |
Windy Meadows |
Change the terrain to a flowery, windy meadow. +1 to Wind damage. |
601-700 |
Arid Desert |
Change the terrain to a dry and sandy desert. +1 to Earth damage. |
701-800 |
Swampy Deluge |
Change the terrain to a waterlogged swamp. +1 to Water damage. |
801-900 |
Sunny Beach |
Change the terrain to a calm, sunny beach. +1 to Holy damage. |
901-949 |
Dark Cavern |
Change the terrain to a pitch black cave system. +1 to Dark damage. |
950 + |
Blessing of the Earth |
You decide! |
Sage -- (Specialty Bonus +5 MP stat)
Ability Name |
Ability Description |
Cooldown |
Light / Dark Stance |
Light Stance gives +1 to healing. Dark Stance takes +1 to damage. |
|
Light / Dark Gift |
By locking off your ability to switch between stances, you gain an additional +1 to your current stance. Both activating and deactivating this ability take up a turn. |
|
Light / Dark Incantation |
Pick a target, either ally or enemy. Roll /random to gift an ally a buff, or an enemy a debuff. |
4 turns |
Blooded Magicks |
By sacrificing health, you add bonuses to your Healing if you're in Light Stance, or Damage if you're in your Dark Stance. For each 2 health points that you give up, you gain a +1 to either side. The max health you can sacrifice and the max bonus you get from said sacrifice is +2.This takes up an action, and the very next action you take uses up the buff, no matter what action you take. |
|
Vanish |
(Reaction) You render yourself unable to be targeted for a turn. Until the start of your next turn, you are not allowed to act. Vanishing does not exempt you from AoE abilities. |
4 turns |
Sage's Stances:
Sages switch from the inspiring Light stance, to the intimidating Dark stance, and some of their abilities change depending on which they decide to place upon themselves!
Sage's Light / Dark Incancation:
Roll |
Light Effect |
Dark Effect |
0-200 |
Bravery |
Bind |
201-400 |
Faith |
Blind |
401-500 |
Haste |
Confusion |
501-600 |
Shield |
Disable |
601-700 |
Reflect |
Paralyze |
701-800 |
Regen |
Poison |
801-900 |
Stoneskin |
Silence |
901-949 |
Vanish |
Slow |
950 + |
You decide! |
Green Mage / Saboteur -- (BOUND CLASS)
Ability Name |
Ability Description |
Cooldown |
Green Magicks |
You gain access to all positive, negative, and neutral status effect spells. Certain spells may be locked to NPC Only. |
N/A |
Valor |
Grant a single target Haste, Bravery, Faith, and Trance. This ability cannot be Spread. These share cooldowns with Haste, Bravery, and Faith. |
Once Per Leve |
A Unique Class:
Green Mage / Saboteur are one of the only classes with full access to status effects that are normally exclusive to only NPCs, like bosses and other enemies. It's best to use them wisely, as all status effects don't last the same time lengths!
Positive Status Effect Access:
Bravery, Faith, Haste, Shield, Reflect, Regen, Stoneskin, Vanish
Neutral Status Effect Access:
Spread, Hidden
Negative Status Effect Access:
Bind, Blind, Confusion, Curse, Disable, Freeze, Frenzy, Ignite, Bolt, Oil, Paralyze, Poison, Sap, Silence, Sleep, Slow
Rune Knight -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
Ability Name |
Ability Description |
Cooldown |
Enchant Rune |
For one action, you enchant the runes on your weapon with an element. Depending on the element, you get a debuff on your next attack. For each turn you have your weapon enchanted, you are granted one rune charge. |
|
Absorb Rune |
Absorb your current Rune charge to negate damage equal to the amount of turns you've had the Rune charge active. This negation has a limit of +3. Using this ability consumes all of your charges. |
|
Rend |
You choose a single target. That target's Hit Class is lowered by 50 for 1 turn. In exchange, your own Hit Class is lowered by 50. |
4 turns |
Overcharge Rune |
Overcharge your nonaspected weapon, giving yourself +2 damage on your next successful attack...but you cannot enchant your weapon for several turns. If used while you have a rune activated, this deactivates your current rune before the damage bonus is applied. |
6 turns |
Borrow Essence |
You borrow an element from an ally and store it to use on your runes, allowing you to shift without costing a turn. This essence lasts the Rune Knight for two turns. Additionally, the ally who was borrowed from cannot use abilities or spells of that element until said rune gone or otherwise lose in some way. |
5 turns |
The Runes:
A Rune Knight is incredibly flexible, able to channel elements through the runes within and around their weapons and armor. It's important to know which rune applies which status effect, or you may end up at a severe disadvantage!
Rune Knight's Enchant Rune
Element / Attack Name |
Effect |
Fire: Ignis |
You deal fire damage, and inflict the Ignis debuff. Enemies with this debuff take +1 extra Fire damage. |
Ice: Gelus |
You deal ice damage, and inflict the Gelus debuff. Enemies with this debuff take +1 extra Ice damage. |
Sulpor: Levin/Lightning |
You deal Lightning damage, and inflict the Sulpor debuff. Enemies with this debuff take +1 extra Lightning damage. |
Flabra: Wind |
You deal Wind damage, and inflict the Flabra debuff. Enemies with this debuff take +1 extra Wind damage. |
Tellus: Earth |
You deal Earth damage, and inflict the Tellus debuff. Enemies with this debuff take +1 extra Earth damage. |
Unda: Water |
You deal Water damage, and inflict the Unda debuff. Enemies with this debuff take +1 extra Water damage. |
Divine Ruin: Light |
You deal Light damage, and inflict the Divine Ruination debuff. Enemies with this debuff take +1 extra Holy damage. |
Tenebrae: Darkness |
You deal Dark damage, and inflict the Tenebrae debuff. Enemies with this debuff take +1 extra Dark damage. |
Rayke: Unaspected |
You deal Unaspected damage, and inflict the Rayke debuff. Enemies with this debuff take +1 extra Unaspected damage. |
Engineer -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
Ability Name |
Ability Description |
Cooldown |
Magitech Beam |
Deals Elemental damage. |
3 turns |
Turret Summon |
Summon a Turret that deals +1 damage. Lasts for 3 turns. |
5 turns |
Powercell Overcharge |
Disables your summoned magitech in exchange for 5 damage. Disabled magitech cannot be resummoned. |
Once Per Leve |
Magitech Missle |
DEX attack that deals at least +1 damage. |
3 turns |
Magitech Summon |
Summon a magitech. For 2 turns you are allowed two attacks; one from yourself, and one from your summoned magitech. |
5 turns |
Magitech Engineer's Magitech Beam:
Your magitech beam has access to the following elements:
Fire, Ice, Levin/Lightning, Wind, Earth, Water, Light, Darkness
Chemist -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
Ability Name |
Ability Description |
Cooldown |
Mix |
Mix two items for a random status effect. Takes 1 turn to mix and 1 turn to throw. Ignores diminishing returns. May store up to 3 mixed items. |
|
Elixir |
Shorten the cooldown of abilities of one ally by 2. |
5 turns |
Vitality Potion |
An ally's next heal gains +1. |
3 turns |
Synthesize |
Synthesize two mixed items into one. Choose the effect of one of them to double in duration or damage, sacrificing the other. |
3 turns |
Grand Hyper Mega Elixir |
+2 damage to all ally's next attacks. |
Once per Leveset |
Mix it up!
The Chemist can combine things on the field or off in order to aid their allies or harm their enemies. But don't think just because they're armed with bottles of mystery liquids doesn't mean they're a threat! Chemists have access to a wide variety of nasty status ailments that are sure to put a strain on even the toughest of foes. They can even sacrifice two of their mixed items to make sure that one of the effects lasts even longer, making them a real pain!
Chemist's Mix:
Roll |
Mix Effect |
0-200 |
Bind |
|
201-400 |
Blind |
401-500 |
Confusion |
501-600 |
Disable |
601-700 |
Paralyze |
701-800 |
Poison |
801-900 |
Silence |
901-949 |
Slow |
950 + |
Haste (All Allies) |
Transfigurist -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
Ability Name |
Ability Description |
Cooldown |
Melee Form |
Gain T4 STR. Everything else set to 0. |
|
Magic Form |
Gain T4 MP. Everything else set to 0. |
|
Ranged Form |
Gain T4 DEX. Everything else set to 0. |
|
Defensive Form |
Gain T4 DEF/EVA. Everything else set to 0. |
|
Burnout |
Burn all your forms for a +100 boost in all your stats for 2 amount of turns. You cannot use your forms for the next 2 turns. |
Once per Leve |
The Transfigurist shifts their body, or parts of their body, into a new form in order to gain significantly large stat buffs. However, this warping of aether and matter is an enormous strain on the user, and so while you'll see a large increase in one stat, its others suffer greatly as a result. It's up to you to determine what to use, and where!
Transfigurists can also decide WHAT they can shift into (within reason, please.)
Gambler / Corsair -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
Ability Name |
Ability Description |
Cooldown |
Take a Chance |
Roll /random. Effect granted with /random roll. |
4 turns |
Scapegoat |
(Reaction) Transfers damage that would have hit you onto an ally. |
3 turns |
Loaded Dice |
Increase your roll by +100 or decrease it by -100. This can be any roll. |
4 turns |
Lady Luck's Kiss |
Pick 1 ally. You both share positive status effects for 3 turns. |
3 turns |
Lucky Strike |
[Reaction] Roll against an enemy's attack. You may choose to swap your roll with your opponent. |
Once per Leve |
Roll the Dice!
The Gambler is all about leaning on their luck and the fortune of their dice. If you're lucky, you might just land a great boon! Ooooor end up screwing over your party. How exciting!
Gambler / Corsair's "Take A Chance" :
Roll |
Ability Name |
Ability Effect |
0-200 |
That's Not Good... |
Applies Slow to all allies |
201-400 |
Mysidian Rabbit |
5 HP restored to all allies |
401-500 |
Prismatic Flash |
All enemies target the user, overriding Provoke and Needle. |
501-600 |
Chocobo Stampede |
If even, all allies take 4 damage. If odd, enemies take 2 damage. |
601-700 |
Joker's Death |
User is KO'd |
701-800 |
Dive Bomb |
9 damage is done to a single enemy (Unaspected) |
801-900 |
Joker's Doom |
The ally with the highest HP at the cast of this slot is KO'd |
901-949 |
Megaflare |
5 damage is done to all enemies. |
950 + |
Lucky Break! |
Applies Haste to all allies. |
Pets and Summoned Companions: (Arcanist, Summoner)
When you decide to pick one of the many summoned companion classes, you can decide which kind of roles you want your pets to take. However, keep in mind that each type of role has its own benefits and drawbacks!
Summoned Companion Role Table
|
Melee |
Ranged |
Tank |
Hit Class |
400 |
400 |
600 |
HP |
12 |
8 |
16 |
Additional |
50 to STR |
100 to MP |
-50 to attacks |
Notice:
A summoned companion -- Carbuncles, Egi, Turrets, Corpses, and Beastmaster Pets go DIRECTLY AFTER their summoner.