Cyclops Portrait
"An aggressive, violent giant, yet possessed of intellect enough to wield magic."


This is a Monster class, which means it has no access to weapons, and can only use accessories but no other equipment. The Cyclops can use basic consumables, but items that require Field Alchemy can never be used by the Cyclops directly. Their basic attacks are unarmed and without weapon skill. Monsters are immune to Knockback effects from humanoids but not from other monsters, and have no access to mobility skills. Cyclopes can cast any spell from scrolls, and their access to basic consumables puts them halfway between Monsters and Humanoids in terms of usefulness. They will be weak casters when compared with fully equipped humanoid mages, but their complete access to Dark Magic spells gives them great appeal. Cyclopes' access to Salamander and Wendigo summons is the only occurrence in game of a class having varying spell access to the 6 natural elements. Dark Magic serves them best, but all their TP skills are non-elemental, so if you don't care about access to the utility spells, or the high-MP-cost Abyss apocrypha, you are free to choose the element you prefer.

Notable Characters:

  • None


Basic Ability:

Move Move Type Jump (up/down) Base RT Melee Ranged 
4 Agile 2/3 30 Haymaker Boulder Toss

Core Stats:

Attribute Base Rating Level-Up Growth Level 50 Rating
HP 329
MP 102
STR +125
VIT +121
DEX +120
AGI +114
AVD +112
INT +130
MND +119
RES +127
ATK 212
DEF 139


Skill Lvl SP Cost TP Cost Notes/Use
Glare 6 200 50 Inflicts 'Hobble' to adjacent enemy units
Dash 11 260 70 Adds 3 to Move for next turn
Sweaty Palms 12 330 50All Crushing attack that inflicts 'Leaden' and 'Hobble'.
Howl 16 400 50 Inflicts 'Stun' to nearby enemy units.
Reeking Meatballs 20 480 50All Crushing attack that inflicts 'Addle' and 'Misstep'.
Stinky Feet 26 580 50All Crushing attack that inflicts 'Shackle'
Pirate Breath 32 680 50All Crushing attack that inflicts 'Wither' and 'Spoilheal'


Skill Lvl Cost Notes/Use
Counterattack I-IV 4/13/22/31 120/330/500/650 Counters physical attacks at 25/50/75/100% Normal damage
Knockback I-IV 2/11/20/29 90/310/480/630 25/50/75/100% chance to knock attacked target back one space
Strengthen I-IV 7/18/29/40 120/370/560/740 Increases ATK stat by 10/20/30/40%
Fortify I-III 7/18/29 120/370/560 Increases DEF stat by 10/20/30%
Spellcraft I-IV 7/20/32/45 120/370/560/740 Increases MAG stat by 10/20/30/40%
Resistance I-IV 6/18/30/42 200/440/650/830 Increases RES stat by 10/20/30/40%
Truestrike I-IV 5/17/29/41 90/370/580/770 Increases melee accuracy by 10/20/30/40%
Spellstrike I-IV 7/18/29/40 90/350/550/720 Increases magic accuracy by 10/20/30/40%
Dodge I-IV 6/18/30/42 120/390/600/790 Increases melee avoidance by 10/20/30/40%
Sidestep I-III 7/19/31 150/400/610 Increases ranged avoidance by 10/20/30%
Spell Ward I-IV 8/20/32/44 150/400/610/800 Increases magic avoidance by 10/20/30/40%
Constitution I-IV 11/22/33/44 200/420/610/790 Increases HP stat by 10/20/30/40%
Insight I-IV 8/20/32/44 170/420/610/790 Increases MP stat by 10/20/30/40%
Expand Mind I-IV 11/21/31/41 220/420/600/760 Increases MP restoration by 10/20/30/40%
Channelling I-IV 11/23/35/47 200/420/610/790 Reduces MP costs by 5/10/15/20%
Tactician I-II 15/30 370/630 Increases TP accumulation by 20/40%
Max TP I-IV 10/20/30/40 290/480/650/800 Increases max TP by 25/50/75/100


Skill Notes/Use
Absorb MP I-II Absorb 20/40% of MP spent by enemies on equipped unit

Note - Absorb MP can be found on certain cyclops units but cannot be naturally learnt.