Well hello there, You seem to be looking for some fancy classes, huh? Well good news, there’s still an absolute crap ton to cover, so here we go!

Hoplite

THEN: The ultimate in Wall technology, able to render itself immune to dang near anything, and one of the only tanks with access to Spears.

Role: Impregnable Wall

-Abilities:

Evade (Immune to one Physical Attack)

Squash (Removes Barricades and Pumpkins)

Apostate (Immune to one Magic Attack)

Rapier Glance (30-100% Ranked AoE Shackle)

NOW: Still a Tank Wall, but with better gear options and area control.

Role: Impregnable Wall

-Abilities:

Evade (Immune to one Physical Attack)

Lockdown (60% AoE Shackle)

Apostate (Immune to one Magic Attack)

Phalanx (Shadow Clone, 2 range, cheap)

Familiar

THEN: Trickster with an absurd amount of learn-able and transferable skills, mostly uses heals, missile magic, and charm skills to mess with enemies. Kisses vary in effect, despite identical names for fairies and gremlins. Very high evasion, but will usually die to one Tremendous Shot. Abilities scale differently, and can be hard to rely on. Charm moves make PotD a nightmare.

Role: Trickster Support

-Abilities:

Pumpkin Lure (Attracts Aggro, Fades on Hit)

Selfless Kiss (Stun/Silence/Petrify Kiss Move)

Selfless Kiss (But cures the above)

Jack O Lantern (Makes a Pumpkin Barricade)

Gluttony (Eat a Pumpkin, restore HP)

Pumpkin Strike (AoE Bomb, inflicts damage and Leaden)

Coquetish Kiss (Charm/Bewitch Kiss Move)

Coquetish Kiss (But now it’s Poison/Envenom)

Pumpkin Bomb (Self Destruct Via Gourd)

Lingering Kiss (Give half User’s HP to target, and gives an instant turn. Can kill the User.)

Lingering Kiss (Absorbs HP, and sets RT to Maximum)

Crystal Pumpkin (Long Range High Damage Light Move with a chance to Exorcise.)

NOW: A devastating Trickster/Healer Hybrid with awful defenses, but high evasion. Still a preposterous amount of skills, which are now easier to use and keep track of. All kiss moves are now a hard 60%, and trick moves will always do what they need to. Very squishy, and a Tremendous Shot will typically bring them down to critical. Leaden is absolutely a death sentence for them if any archers are around.

Role: Trickster Support

-Abilities:

Jack O Landern (Pumpkin Barricade

Agonal Scream (Slow/Frighten Self AoE, 60%)

Virtuous Dance (Charm/Bewitch Self AoE, 60%)

Crystal Pumpkin (Mid Range Holy Damage, Will Exorcise Undead if stilled)

Coquetish Kiss (Single Target Charm/Bewitch)

Tainted Kiss (60% Stun/Silence, Guaranteed Envenom)

Lingering Kiss (Instant Move, 10% Self Damage, 25% Heal)

Vampyric Kiss (Drains HP, Resets RT)

Pumpkin Strike

Juggernaut/Maenad

THEN: A Fast, Heavy Tank with Buff Removal and Debuff skills, making for a sort of battering ram. Good Gear access, but hard to get ahold of.

Role: Battering Ram

-Abilities:

Intimidate (Cancels any readied abilities, 60% Weaken)

Check (30-100% ranked Bind AoE)

Threaten (Silence and remove MP ranked AoE)

NOW: A Great Heavy Mover, now with free built in Swiftfoot right from the very start. Longest movement range of any ground unit, wide gear choices, and heavier focus on self reliance. Needs some help when it comes to Accuracy.

Role: Battering Ram/Oncoming Bus

-Abilities:

Momentum (Battering Ram/Regen self buff)

Check (60% Bind AoE)

Intimidate (Cancels any readied abilities)

Demons Pact (Hire Umbra Units)

Patriarch/Matriarch

THEN: A caster hybrid that could be alright in a knife fight, and had immunity skills. In theory, it would shank things for TP to support it’s skills, in practice it built up TP through delicious face arrows, and went for the more practical casting route. One of the few semi functional hybrids.

Role: Hybrid Caster

-Abilities:

Meditate (MP Regen Ranked Skill)

Gluttony (Eat a Pumpkin for MP)

Intercession (Immune the next magic attack)

Irresistable Beauty (Force all units to stare at them, for combo with the ultra end-game Medusa shield, otherwise just really annoying to sit through

Ivory Tower (Immune to the next physical attack or item)

NOW: A really decent hybrid, kind of like the reptile version of the Warlock, but with emphasis on damage mitigation. Plenty of weapon options to avoid direct combat. Now available exclusively to snake ladies and Tamuz.

Role: Hybrid Caster

-Abilities:

Absorb MP (Absorb MP used against the unit)

Gluttony (Eat a Pumpkin for MP)

Intercession (Immune the next magic attack)

Instill Element (Elemental Buff on own weapon)

Ivory Tower (Immune to the next physical attack or item)

Princess

THEN: One of Catiua’s unique classes, and the easiest to get. High stats, and a hybrid melee/caster, though it should be noted that she’s one of the very few classes that actually relies on skill crossover to make sense. This was kind of janky, for example, she could use sword, axes, and thrown, but swords and axes needed to be transferred, but the Thrown skill can’t even be used. Does get a unique, if hard to get, exorcising Holy move, Heavenly Judge. An absolute Mary Sue character through and through.

Role: Hybrid Caster

-Abilities:

Lucky Star (Boost Luck of nearby units)

Princess’ Whim (Attempt to remove a debuff, 30-100% Ranked)

Able to transfer Holy Water, Absolution, Meditate, and a lot of her weapon skills from Priest and Amazon.

NOW: A caster hybrid, but serving more of a front line leader role, rather than just having crazy stats. Has access to better weapons than before, including polearms, as well as being an excellent healer/dragon mage mix when needed. Her skills allow for Action moves in both attack an support, on top of being able to use most of the best magic abilities. Her main weakness is only having one turn at a time.

Role: Leader/Support/Healer/Nuker

-Abilities:

Draconic Magic (Scales great with new weapon options, like Spears)

Conviction (Choke out a guy for crushing damage and MP restoration, 60% hit chance)

Pricess’ Whim (Haste on an ally, but purges their TP reerves)

Dark Priest/Heretic

THEN: Catiua’s Emo Phase, and her highest damage caster class. Astoundingly annoying to unlock, with absolutely random access to different magics, but still can use Apocrypha. Mostly just a nuker with a unique sprite, her abilities are underwhelming, if unique. They cost 50 TP each, but she has few TP building options)

Role: Nuker, if you can forgive the loud music at 3am

-Abilities:

Bloody Gag (30-100% Ranked Sleep/Silence Self AoE)

Iron Maiden (30-100% Ranked Wither/Poison Self AoE)

NOW: Catiua’s premier damage caster, with improved abilities, as well as proper weapon options (1h Katana, Books, Daggers, Cudgels) and Draconic magic to make a powerful damage hybrid. Great shutdown abilities.

Role: Caster/Shutdown/Light Fighter Hybrid

-Abilities:

Bloody Gag (60% Bind/Silence, 3 range, single target)

Iron Maiden (60% HP/MP Leech, can cause Stop)

Draconic Magic (Weapon Scaling magic)

Priest/Sibyl

THEN: A healing class with offensive abilities and some abilities to counter absurdly specific abilities.

Role: Healer/Exorcist

-Abilities:

Holy Water (Instant Exorcism Action Move)

Absolution (Negates Condemn. Never going to be used by anyone.)

Break Curse (Cures Curse/Wither/Addle, too specific to ever be used)

NOW: A specialized exorcist, with excellent anti-undead skills, as well as retaining good divine damage potential. Effectively an attack cleric. Oelias can become one, the marks can be yoinked off of clerics in the woods.

Role: Healer/Exorcist

-Abilities:

Turn Undead (Frighten all Undead in Sight)

Last Rites (Destroy Stilled Undead Remains, Action Move)

Seal Evil (Extended Petrification on Undead)

Reflect Damage (20% physical reflect)

Wicce

THEN: A really strong caster with some of the most absurd recruitment requirements in the series (recruiting 5 of each dragon, including hydras, and buying their orbs from Deneb, grinding and selling 30 Glass Pumpkins from fairies and gremlins in PotD). Has a unique spell damage boosting Skill.

Role: Caster

-Abilities:

Dragon Magic (Support Only, Transferred)

Witch’s Smile (Charm on one Male Unit)

Magic Time! (Spellcraft/Spellstrike self buff)

Stirring Kiss (Hobble/Shackle on one unit)

NOW: One of the strongest casters, retaining her unique skill, which is now stronger, due to in built buff skills being gone. She gains access to almost all magic, including Necromancy, as well as having Resonance abilities to buff nearby units. Additionally has access to all Item commands.

Role: Caster

-Abilities:

Dragon Magic

Necromancy

Resonance (Self AoE Elemental attack buff)

Magic Time! (Spellcraft/Spellstrike self buff)

Forsaken Kiss (Curse/Frighten/Slow 60% on one unit)

Jack O Lantern (Drops a Pumpkin Barricade)

Gluttony (Eat a Pumpkin to heal a lot of MP)

Ranger

THEN: Super Ninja, with access to heavy ranged weapons, but absurdly effective as a dual wielder, especially with daggers. Very heavy damage, with an extreme magic weakness.

Role: Damage Dealer (Any Range)

-Abilities:

Double Attack (dual wield)

Back Attack (Next attack counts as attacking from the back)

First Aid (Bind/Shackle/Stop remover, ranked chance)

Disarm (Disarms a trap, if you ever find one..)

NOW: The ultimate assassin. Like the ninja, has low defenses, but has access to western weaponry, as well as everything the ninja can use, and hands down the best single target elimination move in the game (in my opinion, and if used right), which doubles as a nice story self reference (For all those times he seemingly teleports behind people). Has wider weapon access than before, and unlike a ninja, can use shields, letting him sword and board effectively.

Role: Assassin, Skirmisher

-Abilities:

Instill (Self Weapon Buff)

Double Attack (dual wield)

First Aid (Removes a debuff from everyone in a 3 tile area)

Shadow Walk (Warp to anywhere in movement range, gain an attack bonus for attacking from behind)

Booby Trap (2-Range, 1 Tile, 50% Hp Damage + Debuff or Beneficial Variant Action Move)

Oracle/Shaman

THEN: A high damage caster class, one of the few that could use Apocrypha. They were effective, but a bit bland, and had one of the most hilariously awful abilities in the game (The ability to see which element might do 3 more damage that day, sure glad that took a slot.)

Role: Caster

-Abilities:

Draconic (Attack Only)

Nature’s Whisper (Find out how to do 5 more damage with this one simple trick!)

Resonance (AoE Elemental Attack Buff)

Nature’s Touch (Bonus damage to next Elemental Attack)

NOW: The weather controlling mages they always wanted to be, and dedicated elementalists as they should be. Aside from just generally being more effective and having more sensibly picked spells, they can also now turn the rain on and off, complete with a global debuff on the enemy team. Storm Call can render ranged units all but blind, Clear Skies can really take the pressure off your front line.

Role: Caster

-Abilities:

Nature’s Touch (Bonus damage to next Elemental Attack)

Storm Call (Worsens weather, Falseflight on all enemies)

Clear Skies (Improves weather, Falsestrike on all enemies)

Absorb MP (Absorb Magic)

Buccaneer

THEN: A sword fighter with the option for using some light ranged weapons, though pistols in particular take a LOT of effort to make even halfway functional. Primarily a faster, more defensive frontline version of the Ninja/Ranger, with some Reptile and Berserker skills thrown in there. Makes a really bad first impression by needing rescue repeatedly. Has an absolute ton of abilities, Speedstar, Evade, and Risk Management generally being the most useful. Using a Pistol and sword with him is just…a bummer.

Role: Fighter

-Abilities:

Barricade (Easily avoidable single tile obstacle)

Evade (Nullify next Physical attack or item)

Speedstar (Haste on Self)

Shadowbreak (Makes Shadows go away)

Back Attack (Next attack counts as if it was from the back)

Stirring Kiss (Remove Shackle/Hobble from one unit)

Apostate (Nullify next Magic attack)

Risk Management (Spreads damage taken to all friendly units within 2 tiles.

Double Attack (Dual Wield)

NOW: The Gun and Sword pirate you know you always wanted, complete with the highest dex score in the game. One of the few classes to competently use a pistol and blade at the same time, without much damage dropoff or sacrificing evasion on either (Due to good evasion gear choices), and plenty of useful support skills to boot. Notable for also being the only class able to use Gunblades (Their only 2h Sword). Also of note is that while they have a ton of abilities, they now have the space to use them.

Role: Fighter

-Abilities:

Jolly Rodger (RT boost allies, RT drop for enemies in an area)

Blood Price (Sacrifice Half HP to charge an equal amount of TP, great for finishers)

Barricade (2-tile barricade wall)

Dash (Increase Move by 3)

Evade (Nullify next Physical attack or Item)

Glare (Frighten 60% on single target)

Double Attack (Dual Wield)

Steal (Transferable, 2 tile range)

Blade Focus (Transferable from Swordmaster, Stun Buff on Weapon)

Lich

THEN: Highest Magic Attack stats, slow as a barely mobile cheeseburger, and about as durable. Once the invincible uber-class of the series, they dropped their defenses in favor of hitting hard, and being really annoying to obtain, though at least they don’t need to die anymore (Though Angel Knights need to become zombies?). God forbid you forgot to buy Meditate beforehand, because you’re not getting that skill without trekking all the way back through the PotD to go slap a rare ring (you can only carry 1) on a guy on floor 41. Has access to Necromancy, though contrary to common belief, Necromancers can be found in the PotD on any route, not just Chaos. Some unique abilities, but have a hard time with building TP.

Role: Nuker

-Abilities:

Salvation (Spreads shared MP between all nearby units)

Reflection (Reflects all magic in an area for 1 turn)

NOW: Has access to all but Divine Magic, able to teleport around like a boss, and has much cheaper skills than before. Oh, and if that’s not enough, Ring of the Dead is all that’s needed to make the class now (just like a classmark), and You can have more than 1. There are only a few in the game, as with all the older games.

Role: Nuker

-Abilities:

Salvation (Spreads shared MP between all nearby units)

Reflection (Reflects all magic in an area for 1 turn)

Divine Knight

THEN: A difficult to acquire, underwhelming, and just kind of a disappointment compared to the rest of the series. Has some interesting AoE moves, but none of it feels terribly worth it by the time you can get these guys. Takes getting a rare drop brought to the 3rd floor of San Bronsa, but only can be used as a skeleton, for some reason. A Flying upgraded Knight.

Role: Aerial Support

-Abilities:

Draconic (Mostly Support)

Poigant Melody (Self AoE Charm)

Evilsbane (Increase Anti-Umbra Damage Buff)

Silent Song (Self AoE Silent)

Rampart Shadow (short range area denial shadow)

Sanctuary Shadow (Like the above, but blocks skeletons)

Requiem (Heavy anti-Undead Damage)

Absolution (Negates Condemn, utterly worthless)

Day of Reckoning (Reset MP/TP in an area)

Celestial Song (Cure Zombie in multiple units)

NOW: A heavy flyer, one of the only flying heavy unit types. Comes with a fantastic selection of mass shutdown moves, as well as great anti-undead options, and new gear.

Role: Heavy Air, AoE Ramrod, Healer, Shutdown

-Abilities:

Divine (All Single Target and support)

Draconic (Support)

Poigant Melody (AoE Remove TP and do an equal amount of HP Damage)

Evilsbane (Increase Anti-Umbra Damage Buff)

Silent Song (AoE Remove MP and do an equal amount of HP Damage)

Palladium (Like the above, but blocks skeletons)

Requiem (Heavy anti-Undead Damage, Exorcises on kill)

Seal Evil (LongTerm Petrify Vs Undead)

Day of Reckoning (Reset MP/TP/RT in an area)

Celestial Song (Heals all units in area for the amount of TP spent, cures all debuffs)

White Knight

THEN: A more or less flat upgrade of the Knight, complete with higher stats and better skills in everything but defense, which ironically made the better tanks (Since others would actually attack them). Brought in the ability to convert TP into RT for nearby units, as well as retaining area control and healing support. They showed up later in the game, but were one of the few late game classes actually worth investing time into.

Role: Tank, Front Line Support

-Abilities:

Paralysis Blade (Stun buff for 3-4 turns)

Rampart Shadow (Area control shadow, expensive)

Sanctuary Shadow (The above, but blocks undead)

Velocity Shift (Resets nearby RT by TP spent)

Guardian Force (Removes 50% damage and negates 25% for nearby units)

NOW: A sidegrade to the knight, able to transfer in Phalanx for area control, but also getting different or improved support moves at the cost of some of the tanking potential of the knight. Also has arguably the best exorcism move in the game.

Role: Tank, Front Line Support

-Abilities:

Phalanx (Transfer in, Cheap Rampart Shadow with double range)

Palladium (The above, but blocks undead)

Time of Need (Resets RT and heals HP by amount of TP spent)

Consecrate Edge (Instill Light and Strengthen on Self)

Fervor (Exorcise Undead and gain Haste)

Astromancer

THEN: The strongest caster in the game, with weird magic limitations. Strongest attack potential of all mages, with pretty underwhelming unique skills.

Role: Nuker

-Abilities:

Draconic (Most)

Eyes of Heaven (Shows XP, Item, and SP gains that battle, pretty worthless)

Stardust Grace (Cures Stun, Silence, and Petrify in area without fail)

Resonance (AoE elemental Buff)

NOW: Still the highest damage mage in the game, but also has unrestricted access to every spell. On top of this, has truly unique moves, including a map-wide Bind/Shackle/Stop (More or less as it was in FFT), and the ability to Rupture enemies before attacking them. Plus, if things get hairy, he can just warp away with Evanescence.

Role: Nuker, Shut Down

-Abilities:

Eyes of Heaven (AoE Rupture with long range)

Galaxy Stop (Hit-All-Enemy Bind/Shackle/Stop with 40% odds of each debuff)

Evanescence (Teleport away, and heal HP/MP)

Paladin

THEN: Yet another upgraded knight, though arguably the best this time. Great stats, with some unique abilities centered around defending others. Unfortunately he joins at the penultimate chapter of the game, so he’s more of a trophy than anything. Funnily enough many guides recommend repeatedly letting him die to farm Parry 4 for every unit. Side note, when after hundreds of battles having half max rank of Parry as a hard to reach goal is normal, it may just have been balanced wrong.

Role: Tank, Front Line Support

-Abilities:

Consecrate Edge (Light Buff on weapon)

Phalanx (90% damage reduction, become a statue)

Rampart Shadow (Area control shadow, expensive)

Sanctuary Shadow (The above, but blocks undead)

Guardian Force (Removes 50% damage and negates 25% for nearby units)

Sublime Sacrifice (KO Self to revive unit with 100% HP)

NOW: No longer unique to just Lans, now Ravness and Denam can join in on all the presumably crusadery fun! Able to bring in most of the Knight’s moves, as well as getting access to several new weapon types, and front line abilities. One of the few heavy units that can heal.

Role: Tank, Front Line Support

-Abilities:

Consecrate Edge (Light Buff, Strengthen on Self)

Phalanx (90% damage reduction, become a statue)

Phalanx (Transfer in, Cheap Rampart Shadow with double range)

Palladium (The above, but blocks undead)

Evilsbane (Increase nearby ally damage against Umbra units)

Check (AoE 60% Bind on nearby units)

Challenge (Aggro nearby enemies to this unit)

Songstress/Bard

THEN: The pure definition of disappointment. While the class could be used by pumpkinheads, most people never knew that. They specialized in AoE buffs, kind of like a swordmaster with better dances, but drastically worse overall viability. On top of this, they came after the end of the main story, their weapons were exclusively locked away in San Bronsa, as were the majority of their songs….and if that all wasn’t enough, their two skills overwrite each other, plus they cost consumable Song Scores to even use their Songs. What a winner. At least they can fight in the front competently.

Role: Support, Decent Fighter, Mascot for the Music Menu

-Abilities:

Songs (Consumable-Fueled Support AoE)

Echoing Voice (Doubles Debuff Duration of next Song)

Resounding Voice (Increases next Song range by 1)

NOW: Kind of like a weirdly festive swordmaster, they are able to fight evasively in he front, and can dole out a lot of damage with their instruments. Easily the best Mass-Charm unit full stop. They can counter charm with instruments, they can mass charm with dances, and can even buff the luck/speed of themselves and their allies to keep the crits, turns, and evades coming. Has the ability to case elemental magics, can clear her own debuffs to stay self-reliant, just overall a really fun hybrid.

Role: Support, Evasion Tank, Charm Cannon

-Abilities:

Arts of War (Includes Songs, allows for Swordmaster dances too, all of which now have multiple effects)

Limelight (Raises Luck and Lowers RT of nearby allies)

Superstar (Clears Debuffs and Charges TP on self)

Silent Song (Drains all MP and deals equal HP Damage in an area)

Poigant Melody (Drain all TP and deals equal HP Damage in an area)

Vartan

THEN: A light skirmisher unit with self buff skills. It’s not unique to canopus, but no enemies ever use it. Generally best used as a crossbow sniper, due to having a really high movement cost (highest in the game), despite being billed as a light class. Kind of an odd duck, but can be a good damage dealer. His initial shortbow setup is nice up until no more shortbow upgrades come around chapter 4, at which point they quickly become functionally worthless.

Role: Skirmisher, Sniper

-Abilities:

Huapango Winds (Stagger and Air-Averse AoE Debuff)

El Colas Winds (Truestrile and Air Touched on nearby Allies)

NOW: My personal favorite skirmisher unit, and also now unique to Canopus. Comes with several great self-buff skills, with an overall emphasis on serving a distraction and harassment role, and being self-reliant when far away from the team’s support elements. Great for ruining back lines, and now has the old series magic missiles moves back, just for good measure, allowing him to even harass units that would shrug off his light weapons with magic. While he had missile moves before, he now has the ability to use them effectively, plus he now has Windshot. Additionally, he can use some heavier weapons if you need a flying can opener.

Role: Harassment, Skirmisher

-Abilities:

Windshot (Crushing Damage in a Line)

Instill (Self Elemental Weapon Buff)

Featherstep (Removes Hobble, Leaden, and Bind)

Huapango Winds (Heals a small amount, gives Regen/Sidestep)

El Colas Winds (Increases next move by 2, gives Resilient)

Reflect Damage/Magic

Lord

THEN: Technically the ultimate class, allowing Denam to use the secondary skills some classes in the game. He can only learn one skill of his own, with all else being transferred in. Allows for some unique combinations, but has some odd limitations, like no Fusils, and no secondary skills from most of the classes, such as Risk Management. Almost unlimited spell access, and he can equip almost any item, with great stats.

Role: Custom Class

-Abilities:

First Aid (Heal Nearby Allies)

NOW: Still your own personal custom class, but now has allowance for more abilities, as well as no limitations on items or magic. Most if not all secondary abilities are available, such as Berserk and Fearful Strike. He has lower stats than before, but can do things no one else can, such as Berserking with dual spears, being an armored sniper, having guaranteed charm from a fearful impact instrument, or any other weirdness you can come up with. It’s good to be king.

Role: Custom Class

-Abilities:

Go get your own.

Dovakiin

Role: AoE, Support, Heavy Ranged

NOW: A new one, and quite an unexpectedly strong one! This class is Ocionne’s unique class, which is essentially a human dragon. She can only equip Boulders and Beast Tokens, but comes with every breath move, the ability to learn Anatomy, Elemental attack buffs, and Fusrodah, which is an AoE push move, as one would expect. What’s unexpected, though, is just how effective it is. Given that it’s an action move, You could actually save up about 150 TP, run her in, drop a Breath Bomb move, followed by a Shout finisher. While this isn’t going to be one-shotting anything, she has some of the best softening-up potential out there. It should be noted that she will be quite slow if using boulders to attack, as one would expect. Dang strong, though.

Knight Commander

THEN: A unique class with stats so absurd that she downright carries entire battles by herself. She has a lot of abilities from other classes, and let’s just say some are far more useful than others. Generally speaking, she will just spend her time with dual knives or a whip, on account of her unique whip finisher and insanely high dex. It should be noted that she also has one of the highest innate speed bonuses, letting her double turn single units with little effort. She feels like a fan fiction character put in to crush everyone, to be frank. Comically long skill list.

Role: Terminator

-Abilities:

Mighty Impact (100% Hit/Crit)

Gordion Key (Cancels Gordion Lock, useless)

Intimidate (Cancel readied skills)

First Aid (Remove Bind/Shackle/Stop, 30-100%)

Intercession (Nullify Next Magic Attack)

Shadowbreak (Delete Shadows)

Beastslayer (Guaranteed High Damage Anti Beast Buff)

Dragonslayer (Guaranteed High Damage Anti Dragon Buff)

HP Infusion (Turn TP to HP)

Squash (Remove Obstacles)

Ivory Tower (Physical Immunity for 1 turn)

NOW: Truly the perfect match for Hobyrim on account of her stone gaze. Equally as competent as her original version, though now with skills that are actually worth using. On top of that, it’s her skills and proficiency winning fights, rather than base stats. While her stats are vastly nerfed, she still can fight 18 guys at once. Proof HERE. (It should be noted that while her setup in the video is no longer possible, dual spears or Crissaegrims can get an even better result.

Role: Solo Beast

-Abilities:

Infernal Kiss (Bind/Shackle/Stop Single Target 60% Each)

Bloody Mary (Petrify someone by looking at them)

Intercession (Immune the next magic attack)

Intimidate (Cancels any readied abilities, 60% Weaken)

Double Attack (Dual Wield)

Instill Element (Elemental Buff on own weapon)

Necromancer

THEN: So edgy, so evil, so decent. Overall a good caster, with some nifty side effects in terms of their moves. That being said, you have to go to PotD to get those abilities, and have to spend reagents to use them. They are good as casters, but raising a new class just to do the same job seems a little silly. They can, however, get you ghosts and zombies, which allows for the creation of Divine Knights, and are otherwise just gimmicky wizards. Has a massive fear of chainsaws.

Role: Caster, Evil Dead Fan

-Abilities:

Consecrate Dead (Prevents Dead from rising)

Condemn (Prevents Revival, actually can’t have a purpose outside of MP as an AI team)

Animate Dead (Raise Undead with full health)

NOW: A trickster mage with excellent anti-undead and undead supporting skills, as well as the ability to build TP with access to heavy crossbows. Essentially a hybrid archer/caster with plenty of tricks. Oh, and he just uses MP now, no more reagents.

Role: Ranged/Caster Hybrid

-Abilities:

Recall (Instantly Still Undead Unit)

Beckon (Double Injuries a unit has taken)

Animate Dead (Raise an Undead with full health)

Absorb MP

Reflect Damage

Instill Shadow (Dark element weapon buff)

Ahriman (Unique 100% accuracy low cost finisher)

More to come as they come!