"Adept at magic and a capable leader on the battlefield. Wields magic powerful enough to impress even wizards."


This is a humanoid-only casting class. It can use all daggers and light armour, and Counterattack I makes its melee a decent option in combat. It has defensive skills like Ivory Tower and Intercession, which are useful on this fragile caster. But they will need to make use of their weapon to get enough TP for those defensive skills. It is one of very few classes with ability to cast the multi-hit summon spells, and can innately learn Meditate. Irresistible Beauty is nothing but a novelty, since only the unrecruitable Gorgon units have the Evil Eye effect that makes it useful (Although, once you've crafted a Medusa Shield, though, you'll have the same petrifying two-part combo). Like the other non-human classes, Hoplite and Juggernaut, this class has the innate ability to swim, which makes it similar to magic-melee hybrids like Rune Fencer and Knight Commander. But in practice, this is predominantly a caster class, and the light armours won't boost its INT or MIND stats much.

Can be Used by: Lizardmen, Lamia and Orc

How to Unlock: Classmarks are dropped by enemy Patriarch/Matriarch Units

Notable Characters:

  • None


Basic Ability:

Move Move Type Jump (up/down) Base RT Melee(empty) Ranged (empty)
4 Slow 1/2 24 Punch Cast Stones

Core Stats:

Attribute Base Rating Level-Up Growth Level 50 Rating
HP 260
MP 102
STR +110
VIT +119
DEX +118
AGI +109
AVD +120
INT +133
MND +115
RES +130


Skill Lvl SP Cost TP Cost Notes/Use
Meditate 4 120 15 Gives 5-10 MP for every Rank
Coax 5 220 40 Attempt to recruit a Lizardman or Lamia Unit
Gluttony 8 240 25 Remove a Jack o' Lantern Obstacle and recover MP
Intercession 11 310 50 Grant 'Negate' to the caster, allowing them to completely avoid the next magical effect/attack.
Irresistible Beauty 16 400 30 Forces all enemy units to face towards this unit.
Ivory Tower 21 500 75 Unit becomes immune to physical damage until next turn.


Skill Lvl Cost Notes/Use
Counterattack I 7 120 Counters physical attacks at 25% Normal damage
Fortify I-II 8/18 120/370 Increases DEF stat by 10/20%
Spellcraft I-IV 5/18/30/43 120/370/560/740 Increases MAG stat by 10/20/30/40%
Resistance I-IV 8/20/32/44 200/440/650/830 Increases RES stat by 10/20/30/40%
Truestrike I-III 6/18/30 90/370/580 Increases melee accuracy by 10/20/30%
Trueflight I-IV 9/19/31 120/390/600 Increases ranged accuracy by 10/20/30%
Spellstrike I-IV 5/16/27/38 90/350/550/720 Increases magic accuracy by 10/20/30%
Dodge I-III 8/19/31 120/390/600/790 Increases melee avoidance by 10/20/30%
Sidestep I-III 11/22/34 150/400/610/800 Increases ranged avoidance by 10/20/30/40%
Spell Ward I-IV 6/18/30/42 150/400/610/800 Increases magic avoidance by 10/20/30/40%
Constitution I-III 11/22/33 200/420/610 Increases HP stat by 10/20/30%
Insight I-IV 7/19/31/43 170/420/610/790 Increases MP stat by 10/20/30/40%
Expand Mind I-IV 10/20/30/40 220/420/600/760 Increases MP restoration by 10/20/30/40%
Channelling I-IV 10/21/32/43 200/420/610/790 Reduces MP costs by 5/10/15/20%
Field Alchemy I-IV 4/8/16/24 50/220/370/500 Allows use of more powerful/effective items.
Swiftfoot I 23 460 Increases Move by 1
Jump I 23 500 Increases Jump by 1
Wade I-II 11/21 220/420 Allows movement through water at cost of 2/1 Move while in water.
Absorb MP I-II 17/34 390/660 Absorb 20/40% of MP spent by enemies on equipped unit


Skill Notes/Use
Tactician I-II Increases TP accumulation by 20/40%
Reflect Damage I-II Reflects 10/20% of damage taken by physical attacks back
Trajectory Highlights path of ranged attacks.
Treasure Hunt I-II Improves quality of found hidden items
Max TP I-IV Increases max TP by 25/50/75/100