Fables of Heroes is a turn-based RPG set in the Class Universe. You control four protagonists of different origins as they converge into a party. Fight enemies with various classes that can be unlocked in your adventure, granting them different skills and stats.
Fables Of Heroes contain the following tropes:
- Job System: You have different jobs or classes which you can assign to each character. They can also equip a secondary command based on another class (as well as the Item command) which they have currently learned. The types of command of each class are split into Arts and Magics - the former generally relying on Strength and Constitution attributes while the latter relying on Intelligence and Spirit attributes.
- Skill Slot System: Two in fact.
- Commands. Your characters can have two commands - one from the current class and the other from any other unlocked classes or Item. So you trade being able to use items with a command from other classes. The Chemist class has no disadvantage as it has a passive skill called Item Master that makes the Item command available regardless of the second command.
- Support Skills. Your characters can equip up to two support skills from any class. The only thing they need to do is they must learn the support skill first before being able to equip them. The secret Warmaster class can equip three due to its passive skill called Supreme Logistics.
- Spell Levels: Some magics have the prefix "Magna" which implies greater power compared to the prefix-less original.
- Standard Status Effects: Called "Ailments". Comes in eight.
- Poison: gradually damages the HP while also weakening the healing, only recovering a quarter. Cured by Antidote.
- Migraine: similar to Poison but MP, with the same side-effect of reducing MP recovery except you recover half rather than a quarter. Cured by Balm.
- Stun: makes the character helpless and their turn is skipped when it comes, though the effect is removed afterwards unless cured beforehand. Cured by Awakening.
- Sleep: similar to stun but doesn't get removed after their turn is skipped. Cured by being damaged or by Awakening.
- Darkness: severely reduces accuracy. Cured by Eye Drops.
- Silence: prevents the use of Magic. Cured by Ginger Powder.
- Fear: prevents the use of Arts. Cured by Rousing Powder.
- Freeze: frozen in time, cannot act at all for a very long time. No item cures it except for the ones mentioned below as it can only be removed by Timespace Magic Reset.
- Various stat reductions (called Attribute Cuts, though for speed it's called Delay). Like Freeze it can be only removed through Reset or by waiting it out.
- And of course, all of the above except for the last two are cured by the Holy Magic Purify. The Panacea item and certain Brew Arts combinations can cure all of them including Freeze and various stat reductions.
- Status Buff: Called "Boosts". They're not as many as Ailments but they are still useful. They are all removed if the character is KO'd, has Reset cast on them, or a certain amount of time has passed.
- Stat improvements called Attribute Boosts except for speed which is called Accelerate.
- Mirror reflects magic single target and single target area-of-effect magic back to the caster.
- Revive automatically restores a KO'd character.
- Mitosis regenerates HP per turn pass.
- Tech Points: Aside from experience points, your four party members earn skill points from defeated foes towards the current job they have.
VanguardThe main physical attacking class of the game. It has no gimmicks - just raw damage output from melee attacks. Their command is called Combat Arts which focus on whittling enemy offense and defense, improving one's offenses, and taking down enemies as fast as possible. Vanguards can equip swords, axes and shields on hands, and wear medium and heavy armor. This is Tybalt's default class.
- An Axe to Grind
- Critical Status Buff: Learns the Determination passive skill, which greatly improves stats when HP is critical.
- Heroes Prefer Swords: And can learn the support skill Sword Mastery to boot, allowing any class to wield swords as long as that skill is equipped.
- Last Chance Hit Point: Learns the Guts support skill. When equipped, a character survives a fatal blow, physical or magical, with 1 HP remaining. As long as there is more than 1 HP, they will survive the attack. Of course, multi-hit moves bypass this.
- Luckily, My Shield Will Protect Me: Also learns the Shield Mastery support skill to make other classes wear shields while this skill is equipped.
- Magic Knight: A mild one. The Heavy Strike skill generally deals a single massive damage to a single target. However if the character is holding an elemental weapon or is charged with an elemental attribute to their attacks, the skill becomes a multi-hit attack that affects a group of enemies.
- Standard Status Effects: Their skills generally involve reducing a single enemy's stat. Power Cut reduces physical damage. Magic Cut reduces magical damage. Shield Cut reduces physical defense. Spirit Cut reduces magical defense. Breakdown inflicts all four at a single strike.
RogueThe main speedy class of the game. Thieves are fast-acting characters who often times get multiple turns quickly. But their main asset is their ability to steal things, particularly precious items from certain enemies. Their sticky fingers aren't just for taking knickknacks though, as they can also pluck boosts for themselves, and even drain enemy HP or MP. They also have throwing knives at the ready, just in case. All are part of their Deception Arts command. This is Nicole's default class.
- Flechette Storm: Comes in two - Knife Throw which has a straight-line area of effect, and Knife Rain which has a radius-based area of effect. Both involve tossing plenty of disposable throwing knives.
- Knife Nut:
- They learn the Knife Mastery support skill which allows other classes to equip knives while this skill is set.
- They also have Knife Throw and Knife Rain commands which deal damage on certain enemy groups using throwing knives.
- Video Game Stealing: They learn a plethora of stealing moves - Steal which is learned from the start and steals items, Shakedown which steals a set amount of money, and Swipe which steals boosts. And there's Siphon Health and Siphon Mana which steals HP and MP respectively.
ClericThe main healing class of the game. They can learn a plethora of support magic with their Holy Magic command, and even utilize a few offensive Light elemental spells at their disposal. They're also capable of holding on their own due to their equipment set. Clerics can equip staves and maces, and can wear light and medium armor. This is Justin's default class.
- Carry a Big Stick: Can also learn Mace Mastery to allow any class to wield maces while equipped with that skill.
- Combat Medic: Unlike most games, the cleric is generally based on a traditional build where they can stand along with fighters. They can wreck havoc with their maces, stand still with good armor, and provide generous healing to the party.
- Healing Hands: Learns a bulk of recovery magic.
- Heal, Magna Heal and Holy Hands. The first and third spells are single target, with the latter being a souped up healing. The second spell is party-targeted, medium-sized healing.
- Purify removes all ailments aside from stat alterations and Freeze on a single character.
- Resonance brings back a character from being KO'd.
- Light 'em Up: Holy Light and Holy Judgment. One is single target and the other is radial area of effect.
- Spell Levels: Those with "Magna" prefix affect all targets rather than one, and in the case of healing, has more power.
- Status Buff: They come with a plethora of boost-adding spells.
- Fury and Magna Fury (physical power), Clarity and Magna Clarity (magical power), Guardian and Magna Guardian (physical defense), and Warding and Magna Warding (magical defense). Magna versions affect the party whereas the prefix-less ones affect a single character. There's also Blessing which grants all four status boosts to a single character.
- Life Guard adds the Revive status to the target - it automatically restores the player that has been KO'd.
- Mirror Guard adds the Mirror status to the target - it returns any magic targeted to them back at the caster (even area of effect magic gets reflected provided that the main target is the one with Mirror status).
- Mitosis adds the Mitosis status to the target - HP is gradually restored per turn pass.
ElementalistThe main magic class of the game. They learn the earliest offensive elemental magic available under the Elemental Magic command, containing Fire, Ice, Lightning, and Earth elements of three tiers, as well as a special non-elemental one. A straightforward but effective class, one could pretty much rely at least on the command or the class itself for hefty magical offense. Elementalists can equip staves and can wear light armor. This is Sheena's default class.
- Attack Its Weak Point: Can learn the support skill "Exploit Weakness". When equipped, the character deals an additional 50% more damage on elemental weakness rather than the standard double damage.
- Elemental Powers: And how!
- Glass Cannon: They carry powerful spells sure, but unlike their Cleric counterpart, they have lower HP and poorer physical defenses due to being limited to light armor.
- Non-Elemental: They actually learn two non-elemental magic - Atomize and Magna Atomize. Despite the naming, the former is as strong as a second tier magic and the latter is classified as a third tier magic, complete with the small radius area of effect. In fact you need to learn all the other second tier elemental magic to make Atomize learnable, and all the other third tier elemental magic to make Magna Atomize learnable.
- Spell Levels: All second tier magic have "Magna" attached before their names. However, their third tier are different names altogether. Also they have a small radial area of effect unlike the single-target first and second tier versions.
WitchClass focused on inflicting ailments at a large group and taking advantage at afflicted enemies. Hex Magic disrupts enemy advantage, even to things like elemental resistance. Also has access to Dark elemental magic. Very useful, as only few enemies have plenty of ailment resistance and more of than not, inflicting Darkness on enemies can be beneficial.
- Casting a Shadow: Dark Dive and Dark Pact. One is single target and the other is area-of-effect.
ChronomancerThis magician is skilled in controlling time and space. Timespace Magic command contains skills that can alter the flow of time and weave the fabric of space, in particular is controlling the rhythm of the battle. While their main function is speeding up allies and slowing down enemies, they can also freeze foes, strip boosts, and even do an occasional healing. Chronomancers can equip staves and swords, and can wear light armor.
- Dispel Magic: Reset removes boosts on a target, as well as stat reduction and Freeze ailments.
- Healing Hands: Rewind has some moderate healing effect on a single target. However, if the target has Accelerate, Delay or Freeze, the HP recovered is as big as that of Holy Hands.
- Magic Knight: A sword-wielding Chronomancer might be strange, but do note that certain combination of skills can make the damage output of the class very big. The key to this is learning Paradox Free and casting Delay on enemies. There's even this elusive Clock Saber that has middling power but has a high chance of inflicting Delay on whoever it strikes.
- Secret Art: Magna Freeze is a secret command skill that becomes teachable after beating an optional boss in an optional dungeon.
- Time Master: Natch.
- Accelerate and Magna Accelerate for speeding up. Delay and Magna Delay for slowing down. Freeze for stopping an enemy to their tracks, as well as the all-target hidden skill Magna Freeze.
- The class has a couple of spells that have increased effect on targets with Accelerate, Delay or Freeze. Rewind has increased healing and Time Lapse has increased damage. Paradox Free passive skill makes the Chronomancer add 20% more damage on affected enemies (and stacks with Time Lapse).
- Can learn the Timeless support skill which extends the length of stat boosts.
WarmasterOne of the secret optional classes. The Warmaster is a general of warfare who has mastered every form of combat. Thus, they can equip any weapon, any armor, and any headgear. They have no natural commands - instead they can equip two commands of other jobs. In turn, they learn a plethora of passive skills (particularly in boosting weapon and armor use) and equip one extra support skill.
- Magic Knight: Despite seemingly fit for physical fighting, the Warmaster actually has relatively high magic-related stats. Learning the staff passive skill which boosts magic damage and turns normal attacks into "magic-type" attacks, as well as the light armor passive skill which greatly increases base MP and magic defenses, and you got yourself a powerful magician whose outfit looks like a clothed armor.
- Lightning Bruiser: A very powerful class with high base stats and allows any equipment to be worn, capable of having two commands at your disposal, and having three support skills instead of two. You just have to unlock it with a potentially difficult side quest and learning its skills can be a bit too much.