A list of classes, and NPCs from the MMORPG La Tale. Page under construction.
WarriorA Glass Cannon 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.
- BFS: Their first Weapon of Choice.
- Blade on a Stick: Their second Weapon of Choice.
- Glass Cannon: They start off as this, dealing great damage but can't take as much damage themselves.
- Simple, yet Awesome: The Warrior is considered one of the most beginner-friendly classes in the game, thanks to the straightforward nature of their skills.
Warlord -> Dragoon -> HeroThe 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.
- Blade Spam: They become quite proficient at this using their spears to unleash powerful multihit attacks.
- Lightning Bruiser: They learn passives to increase their survivability, and can deal pretty great sustained damage.
- Sword Beam: They've learned how to do this with their greatswords.
Blader -> Strider -> Blade MasterThe second promoted option of the Warrior, they wield dual blades and specialize in incredibly powerful and long attack combos.
- The Artifact: 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.
- Blade Spam: Very much so.
- Boring, but Practical: They mostly rely on their combo skills to deal damage. They're also known for having extremely high damage output in the endgame.
- Dual Wielding: Their dual blades range from resembling long knives to straight up BFS.
- Lightning Bruiser: Battle Stance creates a shield that absorbs a massive amount of damage, and their damage output is incredibly high, making them this.
- Required Secondary Powers: You really need good ping and connection to make the most out of their damage output.
KnightKnights 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.
- An Axe to Grind: Some of the Knight's maces manifest as axes.
- Carry a Big Stick: Maces are the more offensively oriented skill tree of the Knight.
- Cool Sword: Longswords are the more defensively oriented skill tree of the Knight.
- Luckily, My Shield Will Protect Me: They can equip shields which significantly boost their defense, allowing them to tank efficiently.
- Stone Wall: They're the main tank of the game, so their standout stat is Stamina.
Templar/Temple Knight -> Holy Order -> SaviorThe 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.
- Everything's Better with Spinning: 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.
- Holy Hand Grenade: Many of their skills are light-based.
- Lightning Bruiser: They are fantastic tanks, their skills have fast windup, and boast incredible damage output in the endgame.
- Throwing Your Shield Always Works: They learn this as a skill, which can stun enemies.
Guardian -> Saint -> SefirotThe 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.
- Close-Range Combatant: 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.
- Jack-of-All-Stats: 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 Lightning Bruiser.
- Rapid-Fire Fisticuffs: Their Wild Fantasy Infinity skill has them do this.
WizardWizards are the obligatory Squishy Wizard. 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.
- An Ice Person: Their 7th Legend skill unleashes a blizzard that covers the entire screen.
- Difficult, but Awesome: 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.
- Elemental Powers: They use Water, Wind, Fire, and Earth.
- Knife Nut: They can use daggers if they choose so, however, it's often noted to be quite a bad idea due to running off their poor Strength stat.
- Playing with Fire: Their 14th Legend skill summons a phoenix which incinerates everything on the screen.
- Simple Staff: They use a staff to boost their magic alongside an elemental stone.
- Squishy Wizard: They have high Magic, but low defenses.
Sorcerer -> Elemental Master -> ArchmageThe 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.
- Colony Drop: 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.
- Elemental Powers: Their knowledge of the four elements has greatly improved:
- 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.
- Wind specializes in speed, keep-away tactics and multihitting attacks, gaining access to Wind Walk, an incredibly potent movement speed buff for everyone nearby.
- Fire specializes in raw damage, with each spell having a chance to spawn a meteor per hit.
- Earth specializes in damage mitigation and destroying large groups of mobs, having an increased maximum number of targets they can hit.
- Glass Cannon: Their damage potential is incredibly high, but they have low defenses.
- Standard Status Effects: 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.
Bard -> Minstrel -> Pop StarThe 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.
- Death of a Thousand Cuts: 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.
- Gradual Grinder: They have few options for actual burst, so their form of damage consists of quickly whittling down enemies' health with their multihit skills.
- Healing Hands: They're the only class apart from the Templar capable of doing some actual healing for their allies.
- Instrument of Murder: 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.
- Magic Music: Their music is definitely magical in property.
- Magikarp Power: 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.
- Making a Splash: They used to be able to use upgraded versions of the Wizard's Water magic, but it was removed after their rework.
- Musical Assassin: Their song attacks can dish out absurd amounts of damage very quickly.
- Status Buff: The Bard is the god of this trope, having plenty of supportive buffs for them and their allies.
- Stance System: 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.
ExplorerThe Fragile Speedster, 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.
- Archer Archetype: They can wield bows and crossbows to attack from range.
- Critical Hit Class: The Explorer is very reliant on critical hits for their damage output.
- Difficult, but Awesome: 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.
- Fragile Speedster: They're quite mobile, but have low defenses.
- Knife Nut: They can wield daggers, giving them great mobility in exchange for short range and slightly lower damage potential. They can also carry shields to help mitigate their low defenses however.
Treasure Hunter -> Ruin Walker -> Wind StalkerThe 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.
- Death of a Thousand Cuts: A lot of their skills hit multiple times, which pairs nicely with their Critical Hit Class role.
- Glass Cannon: A bow wielding Wind Stalker specializes in powerful multihit skills and crowd control, and has good mobility.
- Lightning Bruiser: 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 Close-Range Combatant.
- Mighty Glacier: A crossbow wielding Wind Stalker specializes in immense damage output to destroy enemies quickly from afar, at the cost of relatively slow attacks.
- Money Sink: 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.
- Utility Party Member: The Wind Stalker can spend a little bit of ely to spawn cannons and springboards for others to use.
Gunslinger -> Duelist -> Der FreischutzThe 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.
- Bottomless Magazines: 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.
- Gatling Good: The aptly named Gatling Gun, which can be fired almost indefinitely as long as you have BP to spare.
- Glass Cannon: Gunslingers have higher raw damage output than the Treasure Hunter, but they are quite fragile.
- More Dakka: Wouldn't be a Gunslinger without lots of dakka!
- Nuke 'em: Destroy Hole launches a nuclear bomb at the targeted location, dealing massive damage in a wide area to all enemies caught in it.
- Improbable Weapon User: They bash enemies with their toolbox.
- Jack-of-All-Stats: Their stats are very balanced with no stat exactly edging over the other.
Meister -> Engistar -> SwordianThe 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.
- Humongous Mecha: The Swordian can transform their robot into this for one of their skills.
- Robot Buddy: The Meister's Weapon of Choice. The MGs are unique in that each of them have a unique attack combo string, making them stand out among the other weapons.
- Stone Wall: Meisters are among the tankiest classes in the game, on par with the Templar.
Soul Breaker -> Soul Reaver -> Soul Lord -> Soulless OneA 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.
- Casting a Shadow: They utilize dark magic to fuel their monstrous power, and many of their attacks are darkness-aspected.
- Dark Is Not Evil: They use all sorts of intimidating dark spells and monster summons, but they are very much a force of good.
- Difficult, but Awesome: 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.
- Stance System: They gain a second stance upon becoming a Soul Reaver, and gain a third one upon becoming a Soul Lord.
- Red Soul: Excels in quick burst damage and mobility, and uses most of the original Soul Breaker skills.
- Blue Soul: Specializes in crowd control and damage mitigation, and gains enhanced basic attacks to improve damage potential.
- Black Soul: Specializes in humongous area damage, but all skills have a lengthy windup beforehand.
- Cards of Power: As it should be obvious, Card Masters use cards to unleash magic attacks.
- Grim Reaper: Their 14th Legend Skill summons a grim reaper to slash the screen.
- Mechanically Unusual Fighter: 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.
- Squishy Wizard: Their magic damage is immense, but they're even more fragile than the Wizard and Soul Breaker.
High Master -> Holy Master -> Arc MasterThe first promotion of the Card Master, they specialize in long-ranged attacks and also sport some supportive capabilities.
- Light 'em Up: A good portion of their attacks are light-aspected.
- Long-Range Fighter: 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.
Battle Master -> Dark Master -> Force MasterThe second promotion of the Card Master, they specialize in close-ranged attacks and have a more aggressive fighting style.
- Attack! Attack! Attack!: Battle Masters are considerably more aggressive than their High Master counterparts, encouraging repeated use of their skills to keep their cards filled up.
- Casting a Shadow: A good portion of their attacks are shadow-aspected.
- Close-Range Combatant: 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.
Wanderer -> Shadow -> Mystic -> Black AnimaIntroduced 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.
- Casting a Shadow: Their attacks are dark elemental in nature.
- Crutch Character: 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.
- Improbable Weapon User: Their weapon is a lantern which can somehow transform into a katana.
- Jack-of-All-Stats: Wanderers are balanced in terms of Strength, Stamina, and Luck.
- Katanas Are Just Better: But of course!
- Really 700 Years Old: 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.
- Support Party Member: 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.
Monk -> Battle Lord -> Avenger -> DemigodIntroduced 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.
- Attack! Attack! Attack!: 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.
- Glass Cannon: They can put out some monstrous damage output, but are quite fragile as expected of a magical class.
- Mechanically Unusual Fighter:
- 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.
- After a certain amount of time has passed, they alternate between the Divine stance, becoming a Long-Range Fighter, and the Rage stance, becoming a Close-Range Combatant.
- Money Sink: 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.
Mercenary -> Flame Lord -> Magma Force -> AgniIntroduced 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.
- Barrier Warrior: 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.
- Carry a Big Stick: A very, VERY big stick at that. The Titan Poles are much larger than the Mercenary is.
- Mighty Glacier: 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.
- Playing with Fire: The Agni utilizes all sorts of fire attacks in battle.
Fencer -> Closer -> Sword Master -> Dark ChaserIntroduced 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.
Lancer -> Black Knight -> Peacemaker -> Shadow WalkerIntroduced 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.
- Back from the Dead: 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.
- Casting a Shadow: The Lancer is another dark-aspected class.
- Dark Is Not Evil: The Shadow Walker explicitly wields the powers of the evil Agasura, but as expected of being the player character, they're this trope.
- Super Mode: 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.
- Close-Range Combatant: They need to get in range to deal damage, but they have fantastic mobility to help them with this.
- Everything's Better with Spinning: The Highlander is practically the god of this trope.
- Fuma Shuriken: The Spiral Sword is effectively this.
- Mighty Glacier: Their skills aren't the fastest, but deal massive amounts of damage when they land.
A 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.
- Blade Spam: Sword Dancers take this Up to Eleven by being capable of summoning a massive amount of swords in an area.
- Fragile Speedster: They're not as strong as the Blade Master in terms of raw damage, but have very good mobility to compensate for it.
- Psychic Powers: They utilize this to use their swords and their skills.
- Artifact Title: No, despite their name, they do not use any kicks in their skills.
- Close-Range Combatant: Just like their Guardian counterparts.
- Lightning Bruiser: 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.
- Psychic Powers: They can create psychic fields to damage their foes.
- Awesome, but Impractical: 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.
- Green Thumb: Secret Garden summons a thicket of sharp thorns to bind the enemy.
- Grim Reaper: They can summon the Grim Reaper to slash enemies in a wide area and inflict confusion.
- Jack-of-All-Stats: Phantom Mages benefit from stacking every stat, making them quite balanced.
- Magic Knight: They use both Strength and Magic for their damage.
- Power Gives You Wings: They sport magical wings from their back when wielding their weapon.
- Sinister Scythe: Their battle staves are basically this but in name, and their primary damage skills use the power of the Devil Scythe to deal damage.
- Standard Status Effects: They can inflict stuns, bleeds, binds, and confusion with their array of skills.
- Whip It Good: 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.
- Beware the Silly Ones: Don't let the fact that they summon orchestra players to attack fool you, they're still incredibly deadly mages.
- Death from Above: Grazioso summons a large Priring to drop down on a drum, damaging and stunning all enemies hit. Their 11th Legend skill summons a Mutant Mechapring to drop down on the drum, dealing massive damage.
- Life Drain: Their Prestissimo spell creates an area that damages all enemies and drains their health for up to 2% of the damage dealt.
- Musical Assassin: They can inflict some serious damage with their musical attacks.
- Simple, yet Awesome: 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.
- Difficult, but Awesome: 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.
- Dual Wielding: Notably, they still wield a dagger from the Treasure Hunter, as well as a rogue knife that supplements their attacks.
- Glass Cannon: They dish out fantastic damage very quickly, but they're quite fragile.
- 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.
- Draw Aggro: They can summon a heart shaped Ruby that draws the attention of enemies, giving you breathing room to unleash your skills.
- Power Gem: Their gameplay revolves around their skills which have a chance to spawn different jewel shards at varying degrees of potency.
- Garnet - When touched by enemies, it explodes, hitting them two to six times depending on the level of the shard spawned.
- Amethyst - When touched by enemies, it either binds, confuses, or stuns them based on the shard's level.
- 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.
Iris LivierA mysterious girl who fought the Demon King and vanished right after. Her disappearance is what drives the player's journey.
- Archer Archetype: Her signature bow, the Serestia. The player gets to use it early on in the story to defeat the goblins invading Belos.
- Base-Breaking Character: 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).
- Big Good: She is the main driving force behind the player character's journey.
- Convenient Coma: After so very long, you finally, finally manage to find her inside the Waterlily Forest in Lumen... except she's unconscious.
- Mysterious Waif: A lot of her past is shrouded in total mystery.
- Nice Job Breaking It, Hero!: 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.
- Secret Test of Character: 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.
Kazno NasOne of Iris' companions during her journey who was known for being quite the flirt towards women.
- Ambiguously Brown
- Casanova Wannabe
- Chivalrous Pervert
- Humanoid Abomination: He is revealed to be the Agasura Phantom in Vanaheimr.
- Token Good Teammate: Even as an Agasura, he's still not evil, and admits that he didn't even want to resort to revealing his true form.
Levi ArensOne of Iris' companions who accompanied her on a contract with Pandora.
- Abhorrent Admirer: 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.
- Bishōnen: Levi is a very pretty man.
- Punch-Clock Hero: He only helps Iris because of his contract with Pandora. That said, he still views her with respect even after her disappearance.
- One Steve Limit: Averted. Another Levi you meet in the Druid Ridge reveals that there are many who sport the name Levi, but with different surnames.
Dark Moon PrincessThe princess of Dark Moon Castle and a companion of Iris, but eventually left on bad terms.
- Archer Archetype: She uses a pink bow in battle.
- Break the Cutie: She does not take Choen Pam's betrayal very well.
- Jerkass Has a Point: 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.
- Jerk with a Heart of Gold: She's initially quite haughty and bitchy towards the player, but slowly comes to warm up to them over time.
- Morality Pet: She considers Choen Pam to be her best friend, and regards her with kindness. Which makes learning about Choen's true nature much more heartbreaking for her.
- Right for the Wrong Reasons: 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, the Goddess Seres herself had to give all her power to Iris to defeat the Demon King, resulting in the world losing Seres' protection.
- Tsundere: Very much so.
Choen PamThe companion of Dark Moon Princess who accompanies Iris, and eventually left on bad terms as well.
- Big Bad: Of the original storyline.
- Bitch in Sheep's Clothing: 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.
- Eldritch Abomination: Her true identity is the Agasura Phoenix.
- Kick the Dog: She tops off her status as a massive bitch by literally kicking Dark Moon while she's down.
- Starter Villain: 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 Time Attack dungeon). That, and she's also the first major villain to appear in the game.
- 0% Approval Rating: While she is well liked in Aoich, virtually everyone in Atlantis and Midgard utterly despises her, and for good reason, given her true identity.