Swordmaster Artwork
"A melee attacker and master of the two-handed katana. Able to dance powerful war dances.."


At first the Swordmaster appears to be an awful class, taking damage with low defences and dealing average damage with only one Weapon type. War Dances have a few uses such as group Strengthen and Fortify Dances. However, as this class levels it is clear that the Swordmaster isn't meant to act as a tank to damage, but to avoid and counter it - combining Preempt with the Knockback skills greatly improves their melee survival ability. Used with additional skills such as Sidestep the Swordmaster becomes an evasive tank that is quite survivable and has a few supporting elements through the War Dances. However, their damage dealing is not quite as comparable to other melee attacking classes especially since they must conserve TP to Preempt every turn.

A small notable feature is their unarmed (Note - Swordmaster have no access to any ranged weapons) ranged attack 'Sling Stone' which has a slightly higher ATK value than the common Classes' 'Cast Stone' but is thrown in a straighter path.

Can be Used by: Humans

How to Unlock: Swordmaster Classmarks are available from any shop from mid Chapter 2 onwards.

Notable Characters:


  • 2H Katana
  • Body Armour: Light type
  • Other Armour: Average access

Basic Ability:

Move Move Type Jump (up/down) Base RT Melee Attack (empty) Ranged (empty)
4 Agile 2/3 26 Punch Sling Stones

Core Stats:

Attribute Base Rating Level-Up Growth Level 50 Rating
HP 287
MP 0
STR +118
VIT +113
DEX +123
AGI +113
AVD +121
INT +117
MND +122
RES +120


Skill Lvl SP Cost TP Cost Notes/Use
War Dances 1 50 Varies Access to 8 'Dances' dealing various effects
Preempt 8 240 40 Until next turn, counters melee attacks before being attacked.
Mighty Strike 16 400 50 Increases ATK value by 25% for next attack if using a Katana
Mind's Eye 24 550 60 Avoids all Melee attacks until next turn,


Skill Lvl Cost Notes/Use
Parry 12 240 Second chance to block melee attacks
Deflect 12 240 Second chance to block ranged attacks
Overpower 20 400 Ignores a target's Parry and Deflect
Counterattack I-II 6/15 120/330 Counters physical attacks at 25/50% Normal damage
Knockback I-IV 5/14/23/32 90/310/480/630 25/50/75/100% chance to knock attacked target back one space
Strengthen I-IV 6/17/28/39 120/370/560/740 Increases ATK stat by 10/20/30/40%
Fortify I-IV 5/16/27/38 120/370/560/740 Increases DEF stat by 10/20/30/40%
Resistance I-II 10/22 200/440 Increases RES stat by 10/20%
Truestrike I-IV 2/14/26/38 90/370/580/770 Increases melee accuracy by 10/20/30/40%
Trueflight I-III 8/19/31 120/390/600 Increases ranged accuracy by 10/20/30%
Spellstrike I-IV 6/17/28/39 90/350/550/720 Increases magic accuracy by 10/20/30/40%
Dodge I-IV 4/16/28/40 120/390/600/790 Increases melee avoidance by 10/20/30/40%
Sidestep I-III 9/22/34 150/400/610 Increases ranged avoidance by 10/20/30%
Spell Ward I-IV 7/19/31/43 150/400/610/800 Increases magic avoidance by 10/20/30/40%
Constitution I-IV 8/19/30/41 200/420/610/790 Increases HP stat by 10/20/30/40%
Field Alchemy I-IV 3/8/16/24 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.


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