Skip to content

Divine Journey

User Avatar
#3
Auto-translated
1. Warrior. +30% to hit chance and +15% to damage dealt, +5% chance to block attacks when using melee weapons. +3 to Strength, +2 to Constitution.
- Knight. Shield stats are doubled (only for the Order and Lunarium).
- Juggernaut (only for the Free Cities, Nighon, Dwarves, and Serpentfolk). Dodge chance is reduced to zero, but physical damage is increased by 50%.
- Fighter. +10% to critical hit chance (only for the Celestial Empire, Wild Elves, and Dark Elves).
- Defender. +50 to HP.
2. Leader. Group members receive +10% to HP and +10% to Mana. +2 to Wisdom.
- General. Group members deal +10% additional damage (only for the Selentite Empire, the Order, and the Dwarves).
- Tactician. Group members receive two additional Action Points (only for the Free Cities and the Celestial Empire).
3. Healer. Possesses healing magic. +2 to Intelligence, +1 to Wisdom.
- Priest (only for the Selentite Empire and the Serpentfolk).
- Monk (only for the Celestial Empire).
4. Elemental Mage. Uses elemental energy for destruction and creation. Has 50% resistance to their own element. +3 to Intelligence.
- Fire Mage.
- Water Mage.
- Earth Mage.
- Wind Mage.
- Lightning Mage.
5. Battle Mage. Uses elemental energy to increase the power of their weapons and body. Same subclasses as in 4. +1 to Strength, +1 to Constitution, +1 to Intelligence.
6. Assassin. Can perform silent kills. +30% to critical hit chance. +1 to Strength, +2 to Dexterity.
- Bloodletter. Leaves bleeding wounds. Each wound deals 20% of the damage dealt over the next three turns.
- Poison Specialist. Each attack reduces the target's current dodge and hit chance by 10%, as well as one Action Point.
- Nightblade. 5% chance to instantly kill the target (only for the Celestial Empire, Wild Elves, Dark Elves, and Serpentfolk).
7. Jewel Mage. Can recognize the magical properties of stones and minerals. In some cities, they can embed stones into weapons. Additionally, they can extract magical energy directly from stones, casting spells without spending mana. +1 to Intelligence, +1 to Wisdom.
8. Templar. Uses mana to create a magical shield or to increase the power of their weapon. +2 to Intelligence, +2 to Constitution.
9. Archer. +50% to hit chance and +50% damage when using ranged weapons. +3 to Dexterity.
- Scout. +2 to Action Points (only for the Selentite Empire, Lunarium, Nighon, and Dwarves).
- Sniper. +20% to critical hit chance when using ranged weapons (only for the Free Cities, Celestial Empire, and Dark Elves).
10. Mage Hunter. Can recognize enchanted items and remove spells from them. Has 50% resistance to all types of magic. +1 to Strength, +1 to Constitution, +1 to Wisdom.
11. Sage. Uses spirit to enhance their abilities. +3 to Wisdom.
12. Evil Hunter. +1 to Strength, +1 to Dexterity, +1 to Intelligence.
- Inquisitor. Their presence on the battlefield reduces the stats of all present evil creatures by half (only for the Selentite Empire and the Free Cities).
- Paladin. Deals triple damage to evil creatures (only for the Order and Lunarium).
- Exorcist. Uses the power of the spirit to banish evil (only for the Celestial Empire).
13. Thief. Can pick pockets. Receives 20% to hit chance and 10% to damage dealt when using light weapons (both ranged and melee). +2 to Dexterity, +1 to Intelligence.

Стартовый пост - Квенты - Разное - Список НПС - Турнир -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария