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1A list of classes, and [=NPCs=] from the MMORPG La Tale. Page under construction.
2
3
4[[foldercontrol]]
5
6
7!Classes
8[[folder:Warrior]]
9!!Warrior
10A GlassCannon who wields greatswords and spears, Warriors dish out huge amounts of damage, but have only average defense. They can promote to either the Warlord or the Blader.
11----
12* GlassCannon: They start off as this, dealing great damage but can't take as much damage themselves.
13* SimpleYetAwesome: The Warrior is considered one of the most beginner-friendly classes in the game, thanks to the straightforward nature of their skills.
14
15!!Warlord -> Dragoon -> Hero
16The first promoted option of the Warrior, they use upgraded versions of their greatsword and spear skills, and have more skills to use in their arsenal.
17----
18* BladeSpam: They become quite proficient at this using their spears to unleash powerful multihit attacks.
19* LightningBruiser: They learn passives to increase their survivability, and can deal pretty great sustained damage.
20* SwordBeam: They've learned how to do this with their greatswords.
21
22
23!!Blader -> Strider -> Blade Master
24The second promoted option of the Warrior, they wield dual blades and specialize in incredibly powerful and long attack combos.
25----
26* TheArtifact: Their reputation as the "powered up basic attack" class has long since faded, as their damage now comes from their combo skills and utilizes skills almost just as much as the other classes.
27* BladeSpam: Very much so.
28* BoringButPractical: They mostly rely on their combo skills to deal damage. They're also known for having ''extremely'' high damage output in the endgame.
29* DualWielding: Their dual blades range from resembling long knives to straight up {{BFS}}.
30* LightningBruiser: Battle Stance creates a shield that absorbs a massive amount of damage, and their damage output is incredibly high, making them this.
31* RequiredSecondaryPowers: You ''really'' need good ping and connection to make the most out of their damage output.
32
33
34[[/folder]]
35
36[[folder:Knight]]
37!!Knight
38Knights are the tanks of the La Tale world. They boast the highest defenses and stamina, though their damage is relatively average compared to the Warrior. As the tank, they can learn buffs which can increase the offenses and defenses of them and their allies. They use one-handed swords, clubs, and knuckles. They can promote to the Templar or the Guardian.
39----
40* CarryABigStick: Maces are the more offensively oriented skill tree of the Knight.
41* CoolSword: Longswords are the more defensively oriented skill tree of the Knight.
42* LuckilyMyShieldWillProtectMe: They can equip shields which significantly boost their defense, allowing them to tank efficiently.
43* StoneWall: They're the main tank of the game, so their standout stat is Stamina.
44
45!!Templar/Temple Knight -> Holy Order -> Savior
46The first promotion of the Knight, they use upgraded versions of their longsword and mace skills, and excel in tanking enormous amount of damage for their teammates and smiting enemies with holy power.
47----
48* HolyHandGrenade: Many of their skills are light-based.
49* LightningBruiser: They are fantastic tanks, their skills have fast windup, and boast incredible damage output in the endgame.
50* SpectacularSpinning: The mace tree has Power Grind, which can draw in plenty of mobs and hits multiple times, making it one of the best skills for luring in mobs.
51* ThrowingYourShieldAlwaysWorks: They learn this as a skill, which can stun enemies.
52
53
54!!Guardian -> Saint -> Sefirot
55The second promotion of the Knight, they wield knuckles and ditch some of their tanking power for more damage, utilizing a very wide range of skills that can be used in flexible and variable combos.
56----
57* CloseRangeCombatant: Their fairly balanced offenses and defenses are hampered by their mediocre range, requiring them to get up close and personal. Luckily, they have ''incredible'' mobility to easily allow them to round up enemies.
58* JackOfAllStats: Guardians are more balanced than their Templar counterparts, dropping some defense power in exchange for power and mobility. In the lategame, they ascend into an outright LightningBruiser.
59* RapidFireFisticuffs: Their Wild Fantasy Infinity skill has them do this.
60
61[[/folder]]
62
63[[folder:Wizard]]
64!!Wizard
65Wizards are the obligatory SquishyWizard. Using magic as their main stat, they can utilize offensive magic with the 4 elements, Water, Fire, Wind, and Earth, and can also use some healing magic. Wizards can use staves or daggers. They can promote to the Sorcerer or the Bard.
66----
67* AnIcePerson: Their 7th Legend skill unleashes a blizzard that covers the entire screen.
68* DifficultButAwesome: They are a little more difficult to build than other classes. In the early game, they have low damage, low defenses, and have to work with two weapons at the same time (their main hand weapon and their elemental stone) to keep their damage consistent, making them a bit more expensive than others. That said, they have fantastic damage potential in the endgame.
69* ElementalPowers: They use Water, Wind, Fire, and Earth.
70* MagicStaff: They use a staff to boost their magic alongside an elemental stone.
71* PlayingWithFire: Their 14th Legend skill summons a phoenix which incinerates everything on the screen.
72* SquishyWizard: They have high Magic, but low defenses.
73
74!!Sorcerer -> Elemental Master -> Archmage
75The first promotion of the Wizard, they wield staves and orbs, and specialize in unleashing magical devastation using their mastery of all the four elements, sporting a very wide range of magical spells they can mix and match together.
76----
77* ColonyDrop: Their 4th Legend skill drops a swarm of meteors onto the enemy for massive damage, and their Meteor Rune spell conjures a meteor storm on all enemies in range.
78* ElementalPowers: Their knowledge of the four elements has greatly improved:
79** Water specializes in crowd control and survival, having many built in slows in their spells, as well as recovering 10% of the caster's HP every time they're cast.
80** Wind specializes in speed, keep-away tactics and multihitting attacks, gaining access to Wind Walk, an incredibly potent movement speed buff for everyone nearby.
81** Fire specializes in raw damage, with each spell having a chance to spawn a meteor per hit.
82** Earth specializes in damage mitigation and destroying large groups of mobs, having an increased maximum number of targets they can hit.
83* GlassCannon: Their damage potential is incredibly high, but they have low defenses.
84* StatusInflictionAttack: The Water spell tree is best known for their Ice Flank spell, which creates a zone that greatly slows any enemies that walk into it. Combined with the Water mastery passive, and you get a ''very'' potent source of crowd control.
85
86!!Bard -> Minstrel -> Pop Star
87The second promotion of the Wizard, they wield guitars and specialize in aiding allies with their potent healing melodies and assorted buffs, but can also help out in battle with their powerful song attacks.
88----
89* DeathOfAThousandCuts: Devil's Play and Devil's Performance specialize in this trope to a T, dishing out tons of hits that can quickly whittle down entire mobs of enemies in mere moments.
90* HealingHands: They're the only class apart from the Templar capable of doing some actual healing for their allies.
91* InstrumentOfMurder: One of their skills has them smash an electric guitar to damage enemies. They also gain a ''much'' more powerful version as their 4th Legend skill.
92* MagicMusic: Their music is definitely magical in property.
93* MagikarpPower: Their damage output is decent as a Bard and Minstrel, but nothing too special. Then you become a Popstar, and suddenly you're easily one of the best damage dealers in the entire game.
94* MakingASplash: They used to be able to use upgraded versions of the Wizard's Water magic, but it was removed after their rework.
95* MusicalAssassin: Their song attacks can dish out absurd amounts of damage very quickly.
96* StatusBuff: The Bard is the god of this trope, having plenty of supportive buffs for them and their allies.
97* StanceSystem: An interesting example. A Bard can choose whether to specialize their skills offensively or defensively, letting them serve as a selfish attacker, or a supportive buffer for the party.
98
99[[/folder]]
100
101[[folder:Explorer]]
102!!Explorer
103The FragileSpeedster, Explorers can utilize up to 3 different weapons: daggers, bows, and crossbows, and have access to active and passive buffs that increase item drop rate, evasion, and more. Their main stat is Luck, and they can either promote to the Treasure Hunter, or the Gunslinger.
104----
105* CriticalHitClass: The Explorer is very reliant on critical hits for their damage output.
106* DifficultButAwesome: Explorers have a fairly weak early game, relying on critical hits to deal any actual damage. Once they do start landing critical hits consistently, their damage potential is very high.
107* FragileSpeedster: They're quite mobile, but have low defenses.
108
109!!Treasure Hunter -> Ruin Walker -> Wind Stalker
110The first promotion of the Explorer, they continue to wield daggers, bows, and crossbows, and use upgraded versions of their skills. They gain access to some very useful passive buffs that can improve item drop rate, ely gain rate, and critical damage, and can also produce cannons and springboards out of nowhere.
111----
112* DeathOfAThousandCuts: A lot of their skills hit multiple times, which pairs nicely with their CriticalHitClass role.
113* GlassCannon: A bow wielding Wind Stalker specializes in powerful multihit skills and crowd control, and has good mobility.
114* LightningBruiser: A dagger wielding Wind Stalker is generally this, sporting powerful critical damage, with a shield to help mitigate damage, at the cost of being a CloseRangeCombatant.
115* MightyGlacier: A crossbow wielding Wind Stalker specializes in immense damage output to destroy enemies quickly from afar, at the cost of relatively slow attacks.
116* MoneySink: Their secondary resource is EP, which is recharged by using their EP recharge skill, or by gaining ely from killing enemies. EP is used to fuel the Wind Stalker's more powerful skills.
117* UtilityPartyMember: The Wind Stalker can spend a little bit of ely to spawn cannons and springboards for others to use.
118
119!!Gunslinger -> Duelist -> Der Freischutz
120The second promotion of the Explorer, they wield guns and take on a more offensive role than the Treasure Hunter, having plenty of skills focused on dealing raw damage.
121----
122* BottomlessMagazines: Zigzagged. The Gunslinger's basic skills can be used as many times as you want without needing to ever reload, but reloading fills up their BP gauge, which fuels some of their more powerful skills.
123* GatlingGood: The aptly named Gatling Gun, which can be fired almost indefinitely as long as you have BP to spare.
124* GlassCannon: Gunslingers have higher raw damage output than the Treasure Hunter, but they are quite fragile.
125* MoreDakka: Wouldn't be a Gunslinger without lots of dakka!
126* NukeEm: Destroy Hole launches a ''nuclear bomb'' at the targeted location, dealing massive damage in a wide area to all enemies caught in it.
127[[/folder]]
128
129[[folder:Engineer]]
130The JackOfAllStats, they wield toolboxes and use machinery to aid them in battle. Their only promotion is the Meister.
131----
132* ImprobableWeaponUser: They bash enemies with their toolbox.
133* JackOfAllStats: Their stats are very balanced with no stat exactly edging over the other.
134
135!!Meister -> Engistar -> Swordian
136The Engineer's only promotion, they ditch the toolboxes entirely and fight with robots called MG, specializing in powerful machinery attacks and a few robot summons.
137----
138* HumongousMecha: The Swordian can transform their robot into this for one of their skills.
139* RobotBuddy: The Meister's weapon. The [=MGs=] are unique in that each of them have a unique attack combo string, making them stand out among the other weapons.
140* StoneWall: Meisters are among the tankiest classes in the game, on par with the Templar.
141[[/folder]]
142
143[[folder:Soul Breaker]]
144!!Soul Breaker -> Soul Reaver -> Soul Lord -> Soulless One
145A magical class introduced at the beginning of Season 2, they wield soul stones, and utilize the power of various monsters to assist them in battle.
146----
147* CastingAShadow: They utilize dark magic to fuel their monstrous power, and many of their attacks are darkness-aspected.
148* DarkIsNotEvil: They use all sorts of intimidating dark spells and monster summons, but they are very much a force of good.
149* DifficultButAwesome: The game lists their difficulty at ''5,'' the maximum rating, and for good reason. As a Soul Lord/Soulless One, they have ''three'' different stances, each with their own unique spells and effects, and learning how to make the most out of every stance is crucial to success with the Soul Breaker line.
150* StanceSystem: They gain a second stance upon becoming a Soul Reaver, and gain a third one upon becoming a Soul Lord.
151** [[GlassCannon Red Soul]]: Excels in quick burst damage and mobility, and uses most of the original Soul Breaker skills.
152** [[StoneWall Blue Soul]]: Specializes in crowd control and damage mitigation, and gains enhanced basic attacks to improve damage potential.
153** [[MightyGlacier Black Soul]]: Specializes in ''humongous'' area damage, but all skills have a lengthy windup beforehand.
154[[/folder]]
155
156[[folder:Card Master]]
157Introduced in the Infinity expansion, Card Masters are mages from Luminous City who have learned to utilize their magical power in the form of cards, unleashing all sorts of devastating attacks very quickly provided they have cards to spare. They can either promote to the High Master, or the Battle Master.
158----
159* CardsOfPower: As it should be obvious, Card Masters use cards to unleash magic attacks.
160* GrimReaper: Their 14th Legend Skill summons a grim reaper to slash the screen.
161* MechanicallyUnusualFighter: Card Masters do not have an SP gauge, instead sporting three different gauges that hold the number of cards they have in stock for their skills. To compensate, their skills have very low cooldowns and can be spammed quickly.
162* SquishyWizard: Their magic damage is immense, but they're even more fragile than the Wizard and Soul Breaker.
163
164!!High Master -> Holy Master -> Arc Master
165The first promotion of the Card Master, they specialize in long-ranged attacks and also sport some supportive capabilities.
166----
167* LightEmUp: A good portion of their attacks are light-aspected.
168* LongRangeFighter: They have very good range with their skills, letting them destroy enemies from a safe distance, although to balance them out, they do have to reposition and recharge their cards from time to time.
169
170!!Battle Master -> Dark Master -> Force Master
171The second promotion of the Card Master, they specialize in close-ranged attacks and have a more aggressive fighting style.
172----
173* AttackAttackAttack: Battle Masters are considerably more aggressive than their High Master counterparts, encouraging repeated use of their skills to keep their cards filled up.
174* CastingAShadow: A good portion of their attacks are shadow-aspected.
175* CloseRangeCombatant: Unlike High Masters, Battle Masters have to get up close and personal to dish out their damage. To compensate, they can recharge their cards simply by using their different attack skills, letting them stay in the heat of battle more easily.
176[[/folder]]
177
178[[folder:Wanderer]]
179!!Wanderer -> Shadow -> Mystic -> Black Anima
180Introduced in the Legend expansion, Wanderers are swordsmen from the Royal Dragon Palace of Yong Gyoung, wielding a mysterious lantern known as a Black Jade, which allows them to use dark magic to attack enemies and support their allies, and the lantern can also transform into a katana, letting them use swift and powerful sword combos.
181----
182* CastingAShadow: Their attacks are dark elemental in nature.
183* CrutchCharacter: The katana skill tree utterly ''destroys'' the early game and mid game, but by the late game and end game, they become more balanced with the other weapons.
184* ImprobableWeaponUser: Their weapon is a lantern which can somehow transform into a katana.
185* JackOfAllStats: Wanderers are balanced in terms of Strength, Stamina, and Luck.
186* KatanasAreJustBetter: But of course!
187* Really700YearsOld: Heavily implied with the player character if they're a Wanderer, as the beginning of their story starts in the distant past, where they escape the Royal Dragon Palace while Prince Gui seals Tahm away.
188* SupportPartyMember: The lantern skill tree isn't too powerful in terms of damage output, but it boasts plenty of powerful crowd control effects, as well as being able to utilize very potent party buffs.
189[[/folder]]
190
191[[folder:Monk]]
192!!Monk -> Battle Lord -> Avenger -> Demigod
193Introduced in the Call of the Goddess expansion, Monks are magical warriors who wield magic rods in service to the goddess Seres, though the unpredictable nature of their power causes them to automatically switch between two stances after a certain amount of time.
194----
195* AttackAttackAttack: The first few seconds in Rage stance greatly reduce the cooldowns of all skills when attacking, encouraging the Demigod to spam their skills as much as possible within that timeframe.
196* GlassCannon: They can put out some monstrous damage output, but are quite fragile as expected of a magical class.
197* MechanicallyUnusualFighter:
198** They cannot purchase any weapons for themselves, having only a single rod that they upgrade as they level up. This means that their weapon will ''never'' break even when failing an enchant, with the downside of having to spend more ely than other classes for upgrades and enchants.
199** After a certain amount of time has passed, they alternate between the Divine stance, becoming a LongRangeFighter, and the Rage stance, becoming a CloseRangeCombatant.
200* MoneySink: The biggest downside to playing a Demigod. The magic rod will never break even if you fail an enchant, but it comes at a price. Be prepared to spend ''millions upon millions'' of ely for a single level of enchantment in the endgame.
201[[/folder]]
202
203[[folder:Mercenary]]
204!!Mercenary -> Flame Lord -> Magma Force -> Agni
205Introduced in the Agni expansion, Mercenaries are warriors hailing from the Jude Capital, wielding massive clubs called Titan Poles, and specialize in powerful crushing attacks, as well as unleashing powerful fire attacks.
206----
207* BarrierWarrior: Their unique gameplay mechanic is a shield worth twice their maximum health, and absorbs all damage they receive. While the shield is active, they passively summon fire elementals to attack any enemy in range.
208* CarryABigStick: A very, VERY big stick at that. The Titan Poles are ''much'' larger than the Mercenary is.
209* MightyGlacier: As expected from carrying a weapon that humongous, the Mercenary dishes out some serious damage, but is quite sluggish when attacking. Thankfully, they can take quite the beating thanks to their above average Stamina and their shield mechanic.
210* PlayingWithFire: The Agni utilizes all sorts of fire attacks in battle.
211[[/folder]]
212
213[[folder:Fencer]]
214!!Fencer -> Closer -> Sword Master -> Dark Chaser
215Introduced in the Dark Chaser expansion, Fencers are swordfighters from the city of Lumen, wielding rapiers called chainswords to execute fighting arts in the style of Karion, then unleashing stored power to unleash powerful whipblade attacks.
216----
217* CastingAShadow: The chainsword skills are dark-aspected in nature.
218* RoyalRapier: Their weapon of choice.
219* WhipSword: The chainsword skills transform their rapier into this for powerful, long reaching attacks.
220[[/folder]]
221
222[[folder:Lancer]]
223!!Lancer -> Black Knight -> Peacemaker -> Shadow Walker
224Introduced in the Shadow Walker expansion, Lancers are magical fighters from the Guild Union Esnill, wielding a magic lance that channels powerful dark energy for attacks, and have access to a special form known as the Shadow Knight.
225----
226* BackFromTheDead: Notably, they have an Immortality gauge that fills up very slowly, but when it is full, it allows the Shadow Walker to cheat death and immediately return to life without any penalties to EXP and ely, also dealing massive damage to any monsters nearby.
227* CastingAShadow: The Lancer is another dark-aspected class.
228* DarkIsNotEvil: The Shadow Walker explicitly wields the powers of the evil Agasura, but as expected of being the player character, they're this trope.
229* SuperMode: The Shadow Knight form can be triggered once the user's Dark Mana gauge is full, massively boosting the power and range of their skills for a short duration.
230[[/folder]]
231
232!Subclasses
233[[folder:Highlander]]
234A subclass that wields large shurikens known as Spiral Swords, and excels in darting around the battlefield, dragging along enemies with their powerful spiral skills.
235----
236* CloseRangeCombatant: They need to get in range to deal damage, but they have fantastic mobility to help them with this.
237* FumaShuriken: The Spiral Sword is effectively this.
238* MightyGlacier: Their skills aren't the fastest, but deal massive amounts of damage when they land.
239* SpectacularSpinning: The Highlander is practically the god of this trope.
240[[/folder]]
241
242[[folder:Sword Dancer]]
243
244A subclass that wields two floating swords known as Psionic Blades, and excels in destroying large groups of mobs quickly with their potent arsenal of telekinetic blades.
245----
246* BladeSpam: Sword Dancers are capable of summoning a massive amount of swords in an area.
247* FragileSpeedster: They're not as strong as the Blade Master in terms of raw damage, but have very good mobility to compensate for it.
248* PsychicPowers: They utilize this to use their swords and their skills.
249[[/folder]]
250
251[[folder:Terror Knight]]
252A subclass that wields massive gauntlets and excels in crushing enemies and stealing their lifeforce with dark powers.
253----
254* LifeDrain: A large number of their skills can steal enemy health to keep themselves alive.
255* MightyGlacier: Terror Knights are very strong, but are lacking in mobility and speed.
256* PowerFist: They wield large, heavy gauntlets.
257[[/folder]]
258
259[[folder:Psykicker]]
260A subclass that wields psychic hands and specializes in incredible mobility and powerful combos in tandem with potent psychic power.
261----
262* ArtifactTitle: No, despite their name, they do not use any kicks in their skills.
263* CloseRangeCombatant: Just like their Guardian counterparts.
264* LightningBruiser: They sport incredible mobility, having up to ''five'' dashes to easily evade enemy attacks, and they have respectable amounts of damage mitigation to soak up damage.
265* PsychicPowers: They can create psychic fields to damage their foes.
266[[/folder]]
267
268[[folder:Phantom Mage]]
269A subclass that wields dual bladed scythes known as battle staves, and specializes in dealing both physical and magical damage at the same time, and sporting some great crowd control with their skills.
270----
271* AwesomeButImpractical: Prior to their rework, Phantom Mages required an equal investment of enchants to both physical and magical damage, which was far more difficult than it sounded. It was fixed by unifying their enchants to dual damage.
272* GreenThumb: Secret Garden summons a thicket of sharp thorns to bind the enemy.
273* GrimReaper: They can summon the Grim Reaper to slash enemies in a wide area and inflict confusion.
274* JackOfAllStats: Phantom Mages benefit from stacking every stat, making them quite balanced.
275* MagicKnight: They use both Strength and Magic for their damage.
276* PowerGivesYouWings: They sport magical wings from their back when wielding their weapon.
277* SinisterScythe: Their battle staves are basically this but in name, and their primary damage skills use the power of the Devil Scythe to deal damage.
278* SpontaneousWeaponCreation: One of their skills manifests as a whip which strikes enemies multiple times, which has a chance to upgrade into an even stronger version. Reaching level 220 unlocks a passive which guarantees that the whip will become stronger.
279* StatusInflictionAttack: They can inflict stuns, bleeds, binds, and confusion with their array of skills.
280[[/folder]]
281
282[[folder:Maestro]]
283A subclass that wields conductor's batons and specializes in powerful area damage by summoning orchestra players and musicians.
284----
285* BewareTheSillyOnes: Don't let the fact that they summon orchestra players to attack fool you, they're still incredibly deadly mages.
286* DeathFromAbove: Grazioso summons a large Priring to drop down on a drum, damaging and stunning all enemies hit. Their 11th Legend skill summons a ''[[AttackOfTheFiftyFootWhatever Mutant Mechapring]]'' to drop down on the drum, dealing massive damage.
287* LifeDrain: Their Prestissimo spell creates an area that damages all enemies and drains their health for up to 2% of the damage dealt.
288* MusicalAssassin: They can inflict some serious damage with their musical attacks.
289* SimpleYetAwesome: They're considered as one of the easiest classes to play, thanks to having great area damage, a very effective life drain to keep themselves alive, and good crowd control.
290[[/folder]]
291
292[[folder:Rogue Master]]
293A subclass that wields a dagger and a rogue knife, and excels in quick stealthy kills and destructive critical attacks.
294----
295* DifficultButAwesome: They are often regarded to be the most powerful, yet also the most difficult subclass to play effectively due to how expensive they can be to invest in, as well as being heavily reliant on critical hits to shine.
296* DualWielding: Notably, they still wield a dagger from the Treasure Hunter, as well as a rogue knife that supplements their attacks.
297* GlassCannon: They dish out fantastic damage very quickly, but they're quite fragile.
298* {{Ninja}}: They're basically ninjas in all but name, having a multitude of skills revolving around stealth and shadows. One of their attacks even summons an army of ninjas to quickly attack an area.
299[[/folder]]
300
301[[folder:Judgment]]
302A subclass that wields a gunblade and excels in dealing massive damage at both close range and long range.
303----
304* GlassCannon: They can put out some serious damage, though they aren't the sturdiest.
305* StatusInflictionAttack: One of their skills fires off a sleep grenade, which can give them some breathing room.
306[[/folder]]
307
308[[folder:Star Seeker]]
309A subclass that wields a floating mechanical ball called a Guardian Ball, and specializes in unleashing a wide array of robotic summons to do their bidding while being able to stay in the backline.
310----
311* RobotBuddy: Even moreso than the Swordian, as they have a massive array of robot summons that passively attack whatever enemy is in range.
312* SimpleYetAwesome: They're regarded as the easiest subclass to play thanks to how simple and passive their gameplay is.
313[[/folder]]
314
315[[folder:Jewel Star]]
316A new subclass introduced in the Subclass rework update, they wield small hammers known as Jewel Kits, and utilize the magical power of jewels and gems with various effects.
317----
318* DrawAggro: They can summon a heart shaped Ruby that draws the attention of enemies, giving you breathing room to unleash your skills.
319* PowerGem: Their gameplay revolves around their skills which have a chance to spawn different jewel shards at varying degrees of potency.
320** Garnet - When touched by enemies, it explodes, hitting them two to six times depending on the level of the shard spawned.
321** Amethyst - When touched by enemies, it either binds, confuses, or stuns them based on the shard's level.
322** Emerald - When touched by the player, it reduces all their cooldowns by 1 second at Level 1, adds in a full HP recovery at Level 2, and adds in a large shield at Level 3.
323[[/folder]]
324
325![=NPCs=]
326[[folder:Story [=NPCs=]]]
327!!Iris Livier
328A mysterious girl who fought the Demon King and vanished right after. Her disappearance is what drives the player's journey.
329----
330* BaseBreakingCharacter: In-universe. There are those who admire her and want to see her again (such as Muwen, Zoe, and Ases), and then there are those who hate her and blame her for the world's current state (Dark Moon Princess and Choen Pam).
331* BigGood: She is the main driving force behind the player character's journey.
332* ConvenientComa: [[spoiler:After so very long, you finally, '''''finally''''' manage to find her inside the Waterlily Forest in Lumen... except she's unconscious.]]
333* MysteriousWaif: A lot of her past is shrouded in total mystery.
334* NiceJobBreakingItHero: [[spoiler:The 14th and final Legend quest finally reveals just how she vanished. To defeat the Demon King, the goddess Seres granted Iris all of her power, which essentially made ''her'' into the new Seres. Unfortunately, this act would result in the world losing Seres' protection, releasing all of the other great evils that were sealed away. Feeling guilty at what had happened, Iris disappeared to a place very far away, with her only known whereabouts being in an "Eastern Continent", later revealed to be Lumen in the Dark Chaser expansion.]]
335* SecretTestOfCharacter: [[spoiler:Iris reveals at the very end of the 14th Legend quest that the various stone towers scattered around the world were a test for the player to see if they were worthy to learn the truth about her disappearance. She then mentions being in an "Eastern Continent", later revealed to be Lumen.]]
336
337!!Kazno Nas
338One of Iris' companions during her journey who was known for being quite the flirt towards women.
339----
340* AmbiguouslyBrown
341* CasanovaWannabe
342* ChivalrousPervert
343* HumanoidAbomination: [[spoiler:He is revealed to be the Agasura Phantom in Vanaheimr.]]
344* TokenGoodTeammate: [[spoiler:Even as an Agasura, he's still not evil, and admits that he didn't even want to resort to revealing his true form.]]
345
346!!Levi Arens
347One of Iris' companions who accompanied her on a contract with Pandora.
348----
349* AbhorrentAdmirer: He has one in the form of Queen Aurora, who is absolutely smitten with him and writes songs to him. Not only is Levi ''not'' interested in the slightest, he straight up tells Queen Aurora her singing sucks.
350* PunchClockHero: He only helps Iris because of his contract with Pandora. That said, he still views her with respect even after her disappearance.
351* OneSteveLimit: Averted. Another Levi you meet in the Druid Ridge reveals that there are many who sport the name Levi, but with different surnames.
352
353!!Dark Moon Princess
354The princess of Dark Moon Castle and a companion of Iris, but eventually left on bad terms.
355----
356* BreakTheCutie: She does ''not'' take Choen Pam's betrayal very well.
357* JerkassHasAPoint: She has immense disdain for Iris and blames her for the world's problems, but as the Legend questline shows, she's not exactly wrong.
358* JerkWithAHeartOfGold: She's initially quite haughty and bitchy towards the player, but slowly comes to warm up to them over time.
359* MoralityPet: She considers Choen Pam to be her best friend, and regards her with kindness. Which makes learning about [[BitchInSheepsClothing Choen's]] [[BigBad true]] [[EldritchAbomination nature]] much more heartbreaking for her.
360* RightForTheWrongReasons: She's technically right when she says Iris is to blame for the world's current state, but she doesn't know the circumstances that led to it, namely, [[spoiler:the Goddess Seres herself had to give all her power to Iris to defeat the Demon King, resulting in the world losing Seres' protection.]]
361* {{Tsundere}}: Very much so.
362
363!!Choen Pam
364The companion of Dark Moon Princess who accompanies Iris, and eventually left on bad terms as well.
365----
366* BigBad: Of the original storyline.
367* BitchInSheepsClothing: Oh so very much. She casually admits that she never really gave a shit about Dark Moon, and mocks her for thinking she was her friend.
368* EldritchAbomination: Her true identity is the Agasura Phoenix.
369* HatedByAll: While she is well liked in Aoich, virtually everyone in Atlantis and Midgard utterly despises her, and for good reason, given her true identity.
370* KickTheDog: She tops off her status as a massive bitch by literally kicking Dark Moon while she's down.
371* StarterVillain: After defeating her as the Agasura Phoenix, she doesn't really show up anymore in the storyline (aside from appearing as a mini-boss in an optional TimeAttack dungeon). That, and she's also the first major villain to appear in the game.

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