Paradox/Intermediate Races

Intermediate Races are when you start making more choices around your character. Most Basic Races unlock around three Intermediate Races. Usually it's a choice between something like do you want your character to support or damage, or do you want your character to focus on attack or agility. This can be combined with Jobs, to make your character a specialist in something or some sort of hybrid role. Sometimes, Intermediate Races also require a Basic Job to be mastered before you choose a stronger race. Once, you've made your choice here and grown strong enough, you'll move onto Advanced Races.

Demonoid
Prerequisites: *Race Change Item Unavailable till Part 3*, Human, Noble Yoma, Fallen Angel

A descendant of man who has awakened to their dark powers. Can manipulate time and learns exclusive scythe skills. Extremely high stats allow them to excel in all situations.
 * Equip: Character Specific
 * Skills: Scythe, Time Magic, Holy, Dark
 * Passive: HP Cost 50%

Learned Skills and Abilities
 * lvl 2: Gale Slice - Scythe (200%*2 Att, Mag), Target:Foe, Effect: +15% Hit, +
 * lvl 2: Death Blade - Scythe (320%*3 Att, Mag) Target:Foe, Effect: +15% Hit, +
 * lvl 3: Contract of Darkness - Special Ability (Skills that sacrifice health have 1/2 HP cost.)
 * lvl 4: Demon Flame Dance - Dark (1000% Att, Mag), Target:All Foes, Effect: Auto-Hit
 * lvl 5: Resist Physical 75% - Defense Ability (Reduce Physical damage taken to 75% of normal.)
 * lvl 6: Demon Ice Burial - Dark (1000% Att, Mag), Target:All Foes, Effect: Auto-Hit
 * lvl 7: Scythe Booster 15% - Combat Ability (When a Scythe is equipped, deal +15% damage with normal attacks, Scythe skills, Multiweapon skills, and Dark skills.)
 * lvl 7: Dark Booster 15% - Magic Ability (Deal +15% Dark damage.)
 * lvl 8: Demon Thunder Dust - Dark Skill (1000% Att, Mag), Target:All Foes, Effect: Auto-Hit
 * lvl 9: Physical Booster 15% - Combat Ability (Deal +15% physical damage.)
 * lvl 10: Chaos Drive - Time Magic, Target: Whole World, Effect: Time Stop

Worm Summoner
Prerequisites: Lily's Research, Human

A human mage who has integrated a homunculus into their body at a cellular level and is no longer human. Attacks with tentacle skills and HP draining attacks. Can also automatically regenerate MP during battle.


 * Equip: Clothes, Breastplates,Robes, Dresses, Skimpy, Hats, Magic Hats, Bucklers
 * Skills: Black Magic, Summoning, Slime, Tentacle
 * Passive: MP Regen 1%, Mag Eva +20%

Learned Skills and Abilities
 * lvl 2: Mega Fire - Black Magic (Fire 400% Mag), Target: All Foes
 * lvl 2: Mega Blizzard - Black Magic (Ice 400% Mag), Target: All Foes
 * lvl 2: Mega Thunder - Black Magic (Lightning 400% Mag), Target: All Foes
 * lvl 2: Worm Caress - Tentacle (Pleasure 580% ^ of Mag, Dex), Target: Foe, Effect: Slimed (75%)
 * lvl 3: MP +20% - Magic Ability (Increase Max MP by 20%.)
 * lvl 3: Magic +20% - Magic Ability (Increase Magic by 20%.)
 * lvl 4: Scylla - Summoning (Magical 660% Mag), Target: All Foes, Effect: Bind (75%)
 * lvl 4: Drain Worm - Tentacle (Pleasure 480% ^ of Mag, Dex), Target: Foe, Effect: HP Drain 50%
 * lvl 5: Light Magic - Magic Ability (All skills have 1/2 MP cost, but Magic is halved as well.)
 * lvl 6: Worm Shot - Tentacle (Magical/Physical 660% ^ of Mag, Dex), Target: Foe, Effect: +
 * lvl 7: Drain Strike - Combat Ability (Normal attack heals the user for 50% of the damage done.)
 * lvl 8: Sweet Tentacle - Summoning (Pleasure 260% Mag), Target: 4 Random Foes, Effect: Bind (50%)
 * lvl 9: MP Regen 2% - Special Ability (Regen 2% of Max MP per turn.)
 * lvl 10: Pain Worm - Tentacle (Magical/Physical 340% ^ of Mag, Dex), Target: 3 Random Foes, Effect: +

High Yoma
Prerequisites: Yoma

A race with a prestigious pedigree among the yoma. Proud of their high combat efficiency with rapiers and fire magic. Learns more effective magic eyes and numerous other attacks. An all-purpose race that excels in any combat situation.


 * Equip: Clothes, Armor, Heavy Armor, Robes, Dresses, Skimpy, Hats, Helmets, Heavy Helmets, Fancy Caps Bucklers, Shields, Heavy Shields
 * Skills: Rapier, Black Magic, Dark, Demon Arts
 * Passive: Rapier Booster 20%, Res Fire 25%, Null Burn

Learned Skills and Abilities
 * lvl 2: Trial Judge - Rapier Skill (Physical 120%*3 Att+Agi), Target: Foe, Effect: +
 * lvl 2: Mega Fire - Black Magic (Fire 400% Mag), Target: All Foes
 * lvl 2: Mega Blizzard - Black Magic (Ice 400% Mag), Target: All Foes
 * lvl 2: Mega Thunder - Black Magic (Lightning 400% Mag), Target: All Foes
 * lvl 3: Magic +20% - Magic Ability (Increase Magic by 20%.)
 * lvl 3: Nullify Burn - Defense Ability (Become immune to Burn.)
 * lvl 4: Resist Fire 50% - Defense Ability (Reduce Fire damage taken to 50% of normal.)
 * lvl 5: Flare Rondo - Demon Arts (Fire 660% ^ of Mag, Agi), Target: All Foes
 * lvl 6: Fire Strike - Combat Ability (Normal attack also deals Fire damage.)
 * lvl 7: Fue Trois - Rapier Skill (Fire 144% Att+Agi), Target: 3 Random Foes, Effect: +
 * lvl 8: Burn Strike 10% - Job Ability (Normal attack inflicts burn 10% of the time.)
 * lvl 9: Fire Booster 15% - Magic Ability (Fire attacks deal +15% damage.)
 * lvl 9: Demon Arts Booster +15% - Special Ability (Demon Arts skills deal +15% damage.)
 * lvl 10: Demon Eyes of Seduction - Demon Arts, Target: All Foes, Effect: Seduction (75%)

Holy Yoma
Prerequisites: Yoma

An unusual yoma who acquired holy power through mutation. Learns holy attacks in addition to white magic. Can use magic eyes to heal allies. Attack power is less than a yoma, but their magic is extremely strong.


 * Equip: Clothes, Armor, Robes, Dresses, Skimpy, Hats, Helmets, Magic Hats, Fancy Caps, Bucklers, Shields
 * Skills: Rapier, White Magic, Black Magic, Holy, Dark, Demon Arts
 * Passive: Rapier Booster 20%, Res Ascension 25%, Null Burn

Learned Skills and Abilities
 * lvl 2: Heal - White Magic (Magical 150% Will), Target: Ally, Effect: HP Recovery
 * lvl 2: Prier - Rapier Skill (Fire 264% Att+Agi), Target: Foe, Effect: +
 * lvl 3: Willpower +20% - Defense Ability (Increase Willpower by 20%.)
 * lvl 3: Demon Eyes of Healing - Demon Arts (Magical 150% Mag), Target: All Allies, Effect: HP Recovery
 * lvl 4: Raise - White Magic, Target: Ally, Effect: Revive (50% HP)
 * lvl 4: Demonic Lightning - Demon Arts (Lightning 660% ^ of Mag, Dex), Target: All Foes
 * lvl 5: Heaven - White Magic, Target: Foe, Effect: Ascension (75%)
 * lvl 5: Resist Lightning 50% - Defense Ability (Reduce Lightning damage taken to 50% of normal.)
 * lvl 6: Demon Eyes of Recovery - Demon Arts, Target: Ally, Effect: Cure Status
 * lvl 7: Foudre Trois - Rapier Skill (Lightning 144% Att+Agi), Target: 3 Random Foes, Effect: +
 * lvl 8: Heal All - White Magic (Magical 150% Will), Target: All Allies, Effect: HP Recovery
 * lvl 8: Demon Eyes of Revival - Demon Arts, Target: Ally, Effect: Revive (100% HP)
 * lvl 9: Lightning Booster 15% - Magic Ability (Lightning attacks deal +15% damage.)
 * lvl 9: Heal Booster 15% - Magic Ability (Healing effects recover 15% more HP.)
 * lvl 10: Sun Sphere - Demon Arts (Holy 660% ^ of Mag, Will), Target: Foe

Bestial Yoma
Prerequisites: Yoma

A subspecies of yoma with the lower half of a beast. The bestial parts such as claws and fangs can shred foes, while the yoma parts provide strong magic, especially ice. A reliable species in all aspects of combat.


 * Equip: Clothes, Breastplates, Armor, Robes, Dresses, Skimpy, Hats, Helmets, Fancy Caps, Bucklers, Shields
 * Skills: Rapier, Black Magic, Dark, Demon Arts, Beast
 * Passive: Equip Fangs, Rumble, Rapier Booster 20%, Res Fire 25%, Null Burn, Crit +15%, Eva +20%

Learned Skills and Abilities
 * lvl 2: Bite - Beast Skill (Physical 480% Att), Target: Foe, Effect: +
 * lvl 2: Anston - Rapier Skill (Physical 228% Att+Agi), Target: All Foes, Effect: +
 * lvl 3: Agility +20% - Job Ability (Increase Agility by 20%.)
 * lvl 3: Critical Evasion +75% - Defense Ability (Increase Physical Evasion rate by 75% for 5 turns when below 20% HP.)
 * lvl 4: Roar - Beast Skill, Target: All Foes, Effect: Stun (75%)
 * lvl 4: Absolute Ice Fang - Beast Skill (Ice 660% Att), Target: Foe, Effect: +
 * lvl 5: Resist Ice 50% - Defense Ability (Reduce Ice damage taken to 50% of normal.)
 * lvl 6: Demon Eyes of Confusion - Demon Arts, Target: All Foes, Effect: Confusion (75%)
 * lvl 6: Demon Eyes of Rage - Demon Arts, Target: All Foes, Effect: Berserk (75%)
 * lvl 7: Glace Trois - Rapier Skill (Ice 144% Att+Agi), Target: 3 Random Foes, Effect: +
 * lvl 8: Rumble - Combat Ability (When falling below 20% HP, become Berserk, but regen 10% HP/SP and 2% MP per turn.)
 * lvl 9: Ice Booster 15% - Magic Ability (Ice attacks deal +15% damage.)
 * lvl 10: Beast Hybrid Hammer - Beast Skill (Physical 340%*3 Att), Target: Foe, Effect: +

Youkai
Prerequisites: Demi-Human

Also called mononoke, youkai are demi-humans with stronger magic. They mostly live to the east, coexisting with humans. Other than using their hair and tongues as weapons, they can learn ice magic. A useful species with balanced physical and magical capabilities.


 * Equip: Clothes, Gi, Breastplates, Armor, Dresses, Skimpy, Hats, Helmets, Bucklers, Shields
 * Skills: Scythe, Taoism, Demon Arts
 * Passive: SP Cost 75%, Scythe Booster 20%, Res Ice 25%, Null Freeze

Learned Skills and Abilities
 * lvl 2: Tongue Binding - Demon Arts (Physical 580% ^ of Att, Dex), Target: Foe, Effect: Bind (75%), +
 * lvl 3: SP +20% - Job Ability (Increase Max SP by 20%.)
 * lvl 4: Crystal Scythe - Scythe Skill (Ice 440% ^ of Att, Mag), Target: All Foes, Effect: +
 * lvl 5: Ice Strike - Combat Ability (Normal attack also deals Ice damage.)
 * lvl 6: Ice Bullet Talisman - Taoism (Ice 600% ^ of Mag, Dex), Target: Foe
 * lvl 7: Spiral Agony Lick - Demon Arts (Pleasure 660% ^ of Att, Dex), Target: Foe, Effect: Slimed (50%)
 * lvl 8: Lewd Draining Hair - Demon Arts (Pleasure 580% ^ of Mag, Dex), Target: Foe, Effect: HP Drain 50%
 * lvl 8: SP Cost 75% - Job Ability (All skills have 3/4 SP Cost.)
 * lvl 9: Ice Booster 15% - Magic Ability (Ice attacks deal +15% damage.)
 * lvl 9: Demon Arts Booster +15% - Special Ability (Demon Arts skills deal +15% damage.)
 * lvl 10: Soul Chilling Gale - Demon Arts (Ice/Wind 660% ^ of Att, Mag), Target: All Foes

Oni
Prerequisites: Demi-Human

A subspecies of youkai known for their strength. Experts at using clubs and crushing foes with strong skills. They learn ice attacks and full-body techniques which never leave them wanting for physical skills. High attack power and defense, but comparatively weak to magic and pleasure.


 * Equip: Clothes, Gi, Breastplates, Armor, Heavy Armor, Dresses, Skimpy, Hats, Helmets, Heavy Helmets, Bucklers, Shields, Heavy Shields
 * Skills: Axe, Club, Demon Arts
 * Passive: Battle Start SP Up 75%, Res Dea/Zom 50%, Crit +15%

Learned Skills and Abilities
 * lvl 2: Focused Spirit - Special Skill, Target: User, Effect: Attack Up (following turn)
 * lvl 2: Slime Crusher - Club Skill (Physical 300% Att), Target: Foe, Effect: Slime Killer
 * lvl 3: HP +20% - Combat Ability (Increase Max HP by 20%.)
 * lvl 3: Frozen Club - Club Skill (Ice 380% Att), Target: Foe
 * lvl 3: Resist Freeze - Defense Ability (Nullify attempts to inflict Freeze 50% of the time.)
 * lvl 4: Attack +20% - Combat Ability (Increase Attack by 20%.)
 * lvl 5: Unyielding Fighting Spirit - Combat Ability (+50% to all stats while below 20% HP.)
 * lvl 6: Spinning Club Strike - Club Skill (Physical 480% Att), Target: All Foes
 * lvl 7: Slime Slayer - Combat Ability (Normal attack deals +50% damage to Slimes.)
 * lvl 8: Berserker - Special Ability (Become Berserk in battle, but boost Attack by 50%.)
 * lvl 8: Ogre Club - Club Skill (Physical 560% Att), Target: Foe, Effect: Crit or Miss
 * lvl 9: Equip: Club - Combat Ability (Allows user to equip Clubs.)
 * lvl 9: Battle Start SP Up - Special Ability (Start battles with 75% Max SP instead of 50%.)
 * lvl 10: Rock Drop - Club Skill (Physical 680% Att), Target: All Foes

Succubus
Prerequisites: Imp

Imps who become proficient at sexual skills become full-fledged succubi capable of taking away their foe's will to fight through pleasure. They can also act as mages with their high magic power, but weak attack and defense make them poor in direct combat.


 * Equip: Clothes, Robes, Dresses, Skimpy, Hats, Magic Hats, Fancy Caps, Bucklers
 * Skills: Black Magic, Sexcraft, Demon Arts, Nature
 * Passive: Equip Sex Toys, Horny Strike 5%, Trance Strike 5%, Seduction Strike 5%, Res Pleasure/Wind/Cli/Sli/Hor/Tra/Sed/Inc 25%, Res Death 75%

Learned Skills and Abilities
 * lvl 2: Rafujin End - Sexcraft (Pleasure 500% ^ of Dex, Mag), Target: Foe, Effect: Horny (50%)
 * lvl 3: Dexterity +20% - Job Ability (Increase Dexterity by 20%.)
 * lvl 4: Teinkyurusu - Sexcraft (Pleasure 580% ^ of Dex, Mag), Target: Foe, Effect: Slimed (50%)
 * lvl 5: Trance Strike 10% - Job Ability (Normal attack inflicts Trance 10% of the time.)
 * lvl 5: Climax Strike 10% - Job Ability (Normal attack inflicts Climax 10% of the time.)
 * lvl 6: Equip: Sex Toy - Job Ability (Allows user to equip Sex Toys.)
 * lvl 7: Squall - Nature Skill (Wind 500% ^ of Mag,Agi), Target: All Foes
 * lvl 8: Melo Sophie - Sexcraft (Pleasure 600% ^ of Dex, Mag), Target: Foe, Effect: Trance (50%)
 * lvl 9: Pleasure Booster 15% - Magic Ability (Pleasure attacks deal +15% damage.)
 * lvl 10: Energy Drain - Sexcraft (Pleasure 1000% ^ of Dex, Mag), Target: Foe, Effect: Bind (50%), HP Drain 100%

Succubus Monk
Prerequisites: Imp

An unusual succubus that has refined their body as a fighter. High attack power for a succubus, they can take an active role in combat. Learns special sexual skills including milking foes and can endure pleasure damage well.


 * Equip: Clothes, Gi, Robes, Dresses, Skimpy, Hats, Fancy Caps
 * Skills: Unarmed, Sexcraft, Demon Arts, Nature
 * Passive: Equip Sex Toys, Horny Strike 5%, Trance Strike 5%, Crit +15%, Eva +20%, Res Pleasure 50%, Res Wind/Cli/Sli/Hor/Tra/Sed/Inc 25%, Res Death 50%

Learned Skills and Abilities
 * lvl 2: Succubus Slap - Unarmed Skill (Physical 228% Dex+Agi), Target: Foe, Effect: +
 * lvl 3: Agility +20% - Job Ability (Increase Agility by 20%.)
 * lvl 3: Horny Strike 10% - Job Ability (Normal attack inflicts Horny 10% of the time.)
 * lvl 4: Milking Demon Palm - Unarmed Skill, Target: Foe, Effect: Gives Milk
 * lvl 5: Resist Climax - Defense Ability (Nullify attempts to inflict Climax 50% of the time.)
 * lvl 6: Rush Slap - Unarmed Skill (Physical 108%*4 Dex+Agi), Target: Foe, Effect: +
 * lvl 7: Equip: Fist - Combat Ability (Allows user to equip Fists.)
 * lvl 7: Pleasure Strike - Combat Ability (Normal attack also deals Pleasure damage.)
 * lvl 8: Explosive Fist - Unarmed Skill (Physical 108% Att+Agi), Target: 4 Random Foes
 * lvl 8: Defense Against Pleasure - Sexcraft, Target: User, Effect: Resist Pleasure 50% (4 turns)
 * lvl 9: Mana Strike - Combat Ability (Normal attack costs 5 MP and deals extra damage equal to 150% of user's Magic.)
 * lvl 9: Drain Strike - Combat Ability (Normal attack heals the user for 50% of the damage done.)
 * lvl 10: Flash Caress - Unarmed Skill (Pleasure 440% ^ of Dex, Agi), Target: All Foes

Succubus Witch
Prerequisites: Imp

A magical succubus that has greater magic power and learns lewd magic. Also learns eye skills that inflict erotic status ailments, wind magic and some black magic. While a first class magic user, be careful of their low defense.


 * Equip: Clothes, Robes, Dresses, Skimpy, Hats, Magic Hats, Fancy Caps
 * Skills: Black Magic, Summoning, Sexcraft, Demon Arts, Nature
 * Passive: Equip Sex Toys, Horny Strike 5%, Trance Strike 5%, Mag Eva +10%, Res Pleasure 50%, Res Wind/Cli/Sli/Hor/Tra/Sed/Inc 25%

Learned Skills and Abilities
 * lvl 2: Mega Fire - Black Magic (Fire 400% Mag), Target: All Foes
 * lvl 2: Mega Blizzard - Black Magic (Ice 400% Mag), Target: All Foes
 * lvl 2: Mega Thunder - Black Magic (Lightning 400% Mag), Target: All Foes
 * lvl 2: Vibe - Black Magic (Pleasure 500% Mag), Target: All Foes, Effect: Horny (75%)
 * lvl 3: Magic +20% - Magic Ability (Increase Magic by 20%.)
 * lvl 3: Gel - Black Magic (Pleasure 500% Mag), Target: All Foes, Effect: Slimed (75%)
 * lvl 4: MP +20% - Magic Ability (Increase Max MP by 20%.)
 * lvl 4: Seduction Strike 10% - Job Ability (Normal attack inflicts Seduction 10% of the time.)
 * lvl 5: Drain - Black Magic (Magical 300% Mag), Target: Foe, Effect: HP Drain 50%
 * lvl 5: Light Magic - Magic Ability (All skills have 1/2 MP cost, but Magic is halved as well.)
 * lvl 6: Demon Eyes of Ecstasy - Demon Arts, Target: All Foes, Effect: Trance (75%)
 * lvl 6: Demon Eyes of Seduction- Demon Arts, Target: All Foes, Effect: Seduction (75%)
 * lvl 7: Aero - Black Magic (Wind 600% Mag), Target: Foe
 * lvl 8: Minimum Phantasm - Black Magic, Target: All Foes, Effect: Mini (75%)
 * lvl 9: Sex Toy Booster 15% - Job Ability (With a Sex Toy equipped, deal +15% damage with normal attacks and Sexcraft skills.)
 * lvl 9: Wind Booster 15% - Magic Ability (Wind attacks deal +15% damage.)
 * lvl 10: Sweet Tentacle - Summoning (Pleasure 260% Mag), Target: 4 Random Foes, Effect: Bind (50%)

Nosferatu
Prerequisites: Vampire

A vampire that has fed on a large amount of blood, gaining great power. Learns powerful dagger skills, and can feed on blood to drain not only life, but mana as well. If used well, they can fight on their own with no need for healing from allies.
 * Equip: Fang, Clothes, Armor, Heavy Armor, Robes, Dresses, Hats, Helmets, Heavy Helmets, Fancy Caps, Bucklers, Shields, Heavy Shields
 * Skills: Dagger, Black Magic, Dark, Demon Arts
 * Passive: Dagger Booster 20%, Res Lightning 25%, Null Dea/Bli/Sho/Zom

Learned Skills and Abilities
 * lvl 2: Demonic Blood Sucking - Demon Arts (Physical 480% ^ of Att, Dex), Target: Foe, Effect: HP/MP Drain 50%/5%, 25% SP Recovery
 * lvl 3: Mega Thunder - Black Magic (Lightning 400% Mag), Target: All Foes
 * lvl 3: Nullify Blind - Defense Ability (Become immune to Blind.)
 * lvl 4: Dexterity +20% - Job Ability (Increase Dexterity by 20%.)
 * lvl 4: Spirit Dagger - Dagger Skill (Physical 262% Att+Dex), Target: Foe, Effect: +
 * lvl 5: Draining Mantle - Demon Arts (Pleasure 580% ^ of Mag, Dex), Target: Foe, Effect: Bind (50%), HP Drain 50%
 * lvl 6: Resist Lightning 50% - Defense Ability (Reduce Lightning damage taken to 50% of normal.)
 * lvl 7: Bat Storm - Demon Arts (Physical 240% ^ of Att, Dex), Target: 4 Random Foes, Effect: +
 * lvl 8: Dagger Booster 15% - Combat Ability (With a Dagger equipped, deal +15% damage with normal attacks, Dagger skills, and Multiweapon skills.)
 * lvl 9: Demon Arts Booster +15% - Special Ability (Demon Arts skills deal +15% damage.)
 * lvl 10: Demonic Lightning - Demon Arts (Lightning 660% ^ of Mag, Dex), Target: All Foes

Vampire Magus
Prerequisites: Vampire

A vampire that has learned powerful magic. Learns a wide variety of magic skills, including demon eyes that inflict various status ailments. Has great defensive stats for a magician, and is very reliable.
 * Equip: Fang, Clothes, Armor, Robes, Dresses, Hats, Helmets, Magic Hats, Fancy Caps, Bucklers, Shields
 * Skills: Dagger, Black Magic, Summoning, Dark, Demon Arts
 * Passive: Res Lightning 25%, Null Dea/Bli/Sho/Zom

Learned Skills and Abilities
 * lvl 2: Mega Fire - Black Magic (Fire 400% Mag), Target: All Foes
 * lvl 2: Mega Blizzard - Black Magic (Ice 400% Mag), Target: All Foes
 * lvl 2: Mega Thunder - Black Magic (Lightning 400% Mag), Target: All Foes
 * lvl 2: Flare Rondo - Demon Arts (Fire 660% ^ of Mag, Agi), Target: All Foes
 * lvl 3: Magic +20% - Magic Ability (Increase Magic by 20%.)
 * lvl 3: Resist Shock - Defense Ability (Nullify attempts to inflict Shock 50% of the time.)
 * lvl 4: MP +20% - Magic Ability (Increase Max MP by 20%.)
 * lvl 4: Shock Strike 10% - Job Ability (Normal attack inflicts Shock 10% of the time.)
 * lvl 5: Magic Charge - Special Skill, Target: User, Effect: Mag Up (following turn)
 * lvl 5: Light Magic - Magic Ability (All skills have 1/2 MP cost, but Magic is halved as well.)
 * lvl 6: Soul Chilling Gale - Demon Arts (Ice/Wind 660% ^ of Att, Mag), Target: All Foes
 * lvl 7: Lightning Strike - Combat Ability (Normal attack also deals Lightning damage.)
 * lvl 8: Demon Eyes of Seduction - Demon Arts, Target: All Foes, Effect: Seduction (75%)
 * lvl 9: Lightning Booster 15% - Magic Ability (Lightning attacks deal +15% damage.)
 * lvl 10: Demonic Lightning - Demon Arts (Lightning 660% ^ of Mag, Dex), Target: All Foes

High Mermaid
Prerequisites: Mermaid

A high-ranked mermaid with greater power. They can magically call forth tsunamis to wash foes away, and also learn various songs and healing skills. Well suited as magicians due to high magic power.
 * Equip: Clothes, Breastplates, Robes, Hats, Magic Hats, Fancy Caps, Bucklers
 * Skills: White Magic, Black Magic, Singing, Ocean
 * Passive: Sleep Strike 10%, Sea Strength, Recovery Booster 50%, Null Water/Sonic/Con/Sle/Sed

Learned Skills and Abilities
 * lvl 2: Heal All - White Magic (Magical 150% Will), Target: All Allies, Effect: HP Recovery
 * lvl 2: Screw Tail - Ocean Skill (Physical 580% ^ of Att, Dex), Target: Foe, Effect: Sonic Weak, +
 * lvl 3: Willpower +20% - Defense Ability (Increase Willpower by 20%.)
 * lvl 3: Harp Booster 15% - Job Ability (With a Harp equipped, deal +15% damage with normal attacks and Singing skills.)
 * lvl 4: Song of Defense - Singing, Target: All Allies, Effect: Def/Mag Def Up (3 turns)
 * lvl 4: Whirlpool Song - Singing (Water 380% Dex), Target: All Foes, Effect: Sleep (75%)
 * lvl 5: Wave - Black Magic (Water 600% Mag), Target: Foe
 * lvl 6: Fin Caress - Ocean Skill (Pleasure 580% ^ of Mag, Dex), Target: Foe, Effect: Slimed (50%)
 * lvl 7: Rain of Life - Ocean Skill (Magical 300% Will), Target: All Allies, Effect: HP Recovery, 10% MP Recovery
 * lvl 8: Cure All - White Magic, Target: All Allies, Effect: Cure Status
 * lvl 8: Chill - Ocean Skill (Ice 580% ^ of Mag, Dex), Target: All Foes, Effect: Freeze (50%)
 * lvl 9: Recovery Booster 15% - Magic Ability (Healing effects recover 15% more HP.)
 * lvl 9: Ocean Booster 15% - Special Ability (Ocean skills deal +15% damage.)
 * lvl 10: Song of Offense - Singing, Target: All Allies, Effect: Att/Mag Up (3 turns)
 * lvl 10: Tsunami - Ocean Skill (Water 660% ^ of Mag, Dex), Target: All Foes

Mermaid Merchant
Prerequisites: Business Permit, Mermaid

A friendly mermaid that does business with humans. Can gain unique merchandise via special routes, so they are popular in human towns. Learns several skills revolving around money, and is good at support. Their stats are fairly low, so they're not very useful in combat.
 * Equip: Clothes, Breastplates, Robes, Hats, Magic Hats, Fancy Caps, Bucklers
 * Skills: White Magic, Mercantile, Singing, Ocean
 * Passive: Sleep Strike 5%, Sea Strength, Null Water/Sonic/Con/Sle/Sed, Gold Drop +100%

Learned Skills and Abilities
 * lvl 2: Throw Gold - Mercantile (Coin Toss UserLevel*100), Target: All Foes
 * lvl 2: Temptation of Gold - Mercantile, Target: All Foes, Effect: Seduction (75%), Recruit Rate*3
 * lvl 2: HP +20% - Combat Ability (Increase Max HP by 20%.)
 * lvl 3: Wagon - Mercantile, Target: All Allies, Effect: Field Movement
 * lvl 3: Rescue Request - Mercantile, Target: Party, Effect: Dungeon Escape
 * lvl 3: Resist Sonic 50% - Defense Ability (Reduce Sonic damage taken to 50% of normal.)
 * lvl 4: Buy High-Quality Herb - Mercantile, Target: Ally, Effect: 300 HP Recovery
 * lvl 4: Buy Phoenix Tail - Mercantile, Target: Ally, Effect: Revive (20% HP)
 * lvl 4: Food Delivery - Mercantile, Target: User, Effect: Food Acquisition
 * lvl 5: Buy Miracle Drug - Mercantile, Target: Ally, Effect: 30 MP Recovery
 * lvl 5: Buy HP - Mercantile, Target: User, Effect: 100% HP Recovery
 * lvl 6: Damage Profit - Mercantile, Target: User, Effect: Gold Curtain
 * lvl 6: Equip: Abacus - Job Ability (Allows user to equip Abacuses.)
 * lvl 7: Buy SP - Mercantile, Target: User, Effect: 100% SP Recovery
 * lvl 8: Steps Damage - Mercantile (Coin Toss StepsTaken/20), Target: Foe
 * lvl 9: Acquired Gold +100% - Special Ability (Acquire +100% gold from combat.)
 * lvl 9: Sonic Booster 15% - Magic Ability (Sonic attacks deal +15% damage.)
 * lvl 10: Super Throw Gold - Mercantile (Coin Toss UserLevel*300), Target: All Foes
 * lvl 10: Buy MP - Mercantile, Target: User, Effect: 100% MP Recover

High Elf
Prerequisites: Elf

An elite elf with refined skills. Highly skilled with a bow, they can fire arrows that deal great damage or inflict crippling status ailments, as well as some lewd skills.
 * Equip: Clothes, Gi, Robes, Dresses, Skimpy, Hats, Fancy Caps
 * Skills: Bow, Sexcraft, Demon Arts, Nature
 * Passive: Forest Strength, Slayer Boost 100%, Eva +10%, Res Wind/Earth/Water/Bur/Fre/Sho 50%

Learned Skills and Abilities
 * lvl 2: Paralysis Arrow - Bow Skill (Physical 192% Att+Dex), Target: Foe, Effect: Paralysis (75%)
 * lvl 3: Dexterity +20% - Job Ability (Increase Dexterity by 20%.)
 * lvl 3: Hit Rate +10% - Combat Ability (Increase Hit Rate by 10%.)
 * lvl 4: Chaos Arrow - Bow Skill (Physical 84% Att+Dex), Target: 4 Random Foes
 * lvl 4: Elf Blow Job - Sexcraft (Pleasure 440% Dex), Target: Foe, Effect: Slimed (50%)
 * lvl 5: Elven Arrow - Bow Skill (Physical 264% Att+Dex), Target: Foe, Effect: +
 * lvl 6: Nullify Paralysis - Defense Ability (Become immune to Paralysis.)
 * lvl 7: Sleep Arrow - Bow Skill (Physical 192% Att+Dex), Target: Foe, Effect: Sleep (75%)
 * lvl 8: Equip: Bow - Combat Ability (Allows user to equip Bows.)
 * lvl 8: Elf Paizuri - Sexcraft (Pleasure 660% Dex), Target: Foe, Effect: Trance (50%)
 * lvl 9: Bow Booster 15% - Combat Ability (With a bow equipped, deal +15% with normal attacks and bow skills.)
 * lvl 10: Multiple Arrow - Bow Skill (Physical 144%*3 Att+Dex), Target: Foe, Effect: +

Forest Elf
Prerequisite: Elf

As elves are originally related to fairies, some elves are able to manipulate the forces of nature. Those that are capable can call on natural energies to strike their foes, and can communicate with the forest and heal allies with its power.
 * Equip: Clothes, Gi, Robes, Dresses, Skimpy, Hats, Magic Hats, Fancy Caps
 * Skills: Bow, Sexcraft, White Magic, Demon Arts, Plant, Nature
 * Passive: Super Forest Strength, Res Wind/Earth/Water 25%, Res Bur/Fre/Sho 50%

Learned Skills and Abilities
 * lvl 2: Kamaitachi - Nature Skill (Wind 400% ^ of Mag, Agi), Target: Foe
 * lvl 2: Landslide - Nature Skill (Earth 400% ^ of Mag, Def), Target: Foe
 * lvl 2: Flash Flood - Nature Skill (Water 400% ^ of Mag, Will), Target: Foe
 * lvl 2: Ivy Strike - Plant Skill (Physical 400% ^ of Att, Dex), Target: Foe, Effect: +
 * lvl 2: Ivy Caress - Plant Skill (Pleasure 400% ^ of Dex, Mag), Target: Foe
 * lvl 3: Magic Evasion +20% - Defense Ability (Increase Magical Evasion rate by 20%.)
 * lvl 4: Flower Fragrance - Plant Skill, Target: All Foes, Effect: Sleep (75%)
 * lvl 5: Sweeping Ivy Strike - Plant Skill (Physical 580% ^ of Att, Dex), Target: All Foes, Effect: +
 * lvl 5: Forest Healing - Nature Skill (Magical 150% Will), Target: All Allies, Effect: HP Recovery
 * lvl 6: Squall - Nature Skill (Wind 500% ^ of Mag, Agi), Target: All Foes
 * lvl 7: Earthquake - Nature Skill (Earth 500% ^ of Mag, Def), Target: All Foes
 * lvl 8: Tsunami - Nature Skill (Water 500% ^ of Mag, Will), Target: All Foes
 * lvl 9: Forest Defense - Nature Skill, Target: All Allies, Effect: Null Fire/Ice/Lightning/Water/Earth/Wind (4 turns)
 * lvl 10: Nature Booster 15% - Special Ability (Nature skills deal +15% damage.)

Dark Elf
Prerequisites: Elf

An elf whose mind has been tainted by corruption and fallen into darkness. They are better at combat, wielding bow and sword to defeat foes. Their magic is also greater, and they can call forth tentacles to attack. While their defenses are weak, they have great strength and magic.
 * Equip: Clothes, Gi, Armor, Robes, Dresses, Skimpy, Hats, Helmets, Magic Hats, Fancy Caps, Bucklers, Shields
 * Skills: Sword, Black Magic, Dark, Sexcraft, Demon Arts, Tentacle, Nature
 * Passive: Forest Strength, Res Wind/Earth/Water/Bur/Fre/Sho 50%

Learned Skills and Abilities
 * lvl 2: Cyclone Blade - Sword Skill (Wind 320% Att), Target: All Foes
 * lvl 2: Worm Caress - Tentacle (Pleasure 580% ^ of Mag, Dex), Target: Foe, Effect: Slimed (75%)
 * lvl 3: Mega Blizzard - Black Magic (Ice 400% Mag), Target: All Foes
 * lvl 3: SP +20% - Job Ability (Increase Max SP by 20%.)
 * lvl 4: Kiss of Ecstasy - Sexcraft (Pleasure 480% Dex), Target: Foe, Effect: Trance (75%)
 * lvl 4: Resist Horny - Defense Ability (Nullify attempts to inflict Horny 50% of the time.)
 * lvl 5: Resist Fire 50% - Defense Ability (Reduce Fire damage taken to 50% of normal.)
 * lvl 5: Resist Ice 50% - Defense Ability (Reduce Ice damage taken to 50% of normal.)
 * lvl 5: Resist Lightning 50% - Defense Ability (Reduce Lightning damage taken to 50% of normal.)
 * lvl 6: Magic Reflection +30% - Defense Ability (Increase Magical Reflection rate by 30%.)
 * lvl 7: Drain Worm - Tentacle (Pleasure 480% ^ of Mag, Dex), Target: Foe, Effect: HP Drain 50%
 * lvl 8: Demon Decapitation - Sword Skill (Physical 400% Att), Target: Foe, Effect: +
 * lvl 8: Equip: Sword - Combat Ability
 * lvl 9: Frost - Black Magic (Ice 600% Mag), Target: Foe
 * lvl 9: Pain Worm - Tentacle (Physical 340% ^ of Mag, Dex), Target: 3 Random Foes, Effect: +
 * lvl 10: Demonic Lightning - Demon Arts (Lightning 660% ^ of Mag, Dex), Target: All Foes

Dullahan
Prerequisites: Warrior, Elf

A knight whose head is detatched from their body, closely related to elves. Learns powerful sword skills, and can even enhance their weapons with magic. They also learn a unique skill to strike separately with their head and body.
 * Equip: Clothes, Gi, Armor, Heavy Armor, Robes, Dresses, Skimpy, Hats, Helmets, Heavy Helmets, Fancy Caps, Bucklers, Shields, Heavy Shields
 * Skills: Sword, Spellblade, Demon Arts
 * Passive: None

Learned Skills and Abilities
 * lvl 2: Spellblade Fire - Magic Swords, Target: User, Effect: Fire Strike (for 10 turns)
 * lvl 2: Spellblade Blizzard - Magic Swords, Target: User, Effect: Ice Strike (for 10 turns)
 * lvl 2: Spellblade Thunder - Magic Swords, Target: User, Effect: Lightning Strike (for 10 turns)
 * lvl 2: Bloody Thunder Thrust - Sword Skill (Lightning 360% Att), Target: Foe, Effect: Swift Strike, +
 * lvl 3: Attack +20% - Combat Ability (Increase Attack by 20%.)
 * lvl 4: Ice Slash - Sword Skill (Ice 440% Att), Target: Foe, Effect: +
 * lvl 4: Dullahan Twins - Demon Arts, Target: User, Effect: Att/Mag/Dex Down/Double attack (4 turns)
 * lvl 5: Focused Spirit - Special Skill, Target: User, Effect: Attack Up (following turn)
 * lvl 5: Resist Zombie - Defense Ability (Nullify attempts to inflict Zombie 50% of the time.)
 * lvl 6: Resist Instant Death - Defense Ability (Nullify attempts to inflict Instant Death 50% of the time.)
 * lvl 7: Lewd Draining Hair - Demon Arts (Pleasure 580% ^ of Mag, Dex), Target: Foe, Effect: HP Drain 50%
 * lvl 8: Equip: Helm - Defense Ability (Allows user to equip Helms and Heavy Helms.)
 * lvl 8: Equip: Shield - Defense Ability (Allows user to equip all types of Shields.)
 * lvl 9: Sword Booster 15% - Combat Ability
 * lvl 9: Equip: Sword - Combat Ability
 * lvl 10: Rain of Blades - Sword Skill (Physical 440% Att), Target: All Foes

Wind Sprite
Prerequisites: Fairy

A fairy that has attuned to the power of the wind and increased their magic power even further. Learns healing dances and can call powerful gales. Defense is still incredibly low, so be careful in direct combat.
 * Equip: Robes, Fancy Caps
 * Skills: White Magic, Black Magic, Dancing, Nature
 * Passive: MP Regen 2%, Gambling Luck I, Eva/Mag Eva +50%, Res Earth/Water/Bin 25%,Null Wind/Min/Zom/Pet, Res Dea/Asc/Poi/Bli/Par/Bur/Fre/Sho 50%

Learned Skills and Abilities
 * lvl 2: Wind - Black Magic (Wind 320% Mag), Target: Foe
 * lvl 2: Magic +20% - Magic Ability (Increase Magic by 20%.)
 * lvl 2: Nullify Silence - Defense Ability (Become immune to Silence.)
 * lvl 3: Strange Dance - Dancing (Magical/Physical 10% Mag+Dex), Target: Foe, Effect: MP Drain 100%
 * lvl 3: Wonder Heal - Nature Skill (Magical 300% Will), Target: All Allies, Effect: HP Recovery
 * lvl 4: Squall - Nature Skill (Wind 500% ^ of Mag, Agi), Target: All Foes
 * lvl 5: Resist Wind 50% - Defense Ability (Reduce Wind damage taken to 50% of normal.)
 * lvl 6: Tornado Dance - Dancing (Wind 380% Dex), Target: All Foes
 * lvl 6: Mystery Dance - Dancing, Target: All Foes, Effect: Confusion (75%)
 * lvl 7: Aero - Black Magic (Wind 600% Mag), Target: Foe
 * lvl 7: Playful Wind - Special Skill, Target: User, Effect: Hit/Evade Up (4 turns)
 * lvl 8: Nature Booster 15% - Special Ability (Nature skills deal +15% damage.)
 * lvl 9: MP Regen 2% - Special Ability (Regen 2% of Max MP per turn.)
 * lvl 9: Wind Booster 15% - Magic Ability (Wind attacks deal +15% damage.)
 * lvl 10: Winds of Ecstasy - Nature Skill (Wind/Pleasure 500% ^ of Mag, Dex), Target: All Foes, Effect: Trance(75%)
 * lvl 10: MP Cost 75% - Magic Ability (All skills have 3/4 MP cost.)

Earth Sprite
Prerequisites: Fairy

A fairy that has attuned to the power of the earth and greatly increased their strength and defense. Learns powerful axe skills and is great in direct combat, but has far lower magic power than a normal fairy.
 * Equip: Clothes, Gi, Breastplates, Armor, Hats, Helmets, Bucklers, Shields
 * Skills: Axe, Club, Dancing, Nature
 * Passive: Battle Start SP 75%, Crit +15%, Eva/Mag Eva +10%, Res Wind/Water/Bin 25%,Null Earth/Min/Zom/Pet, Res Dea/Asc/Poi/Sil/Par/Bur/Fre/Sho 50%

Learned Skills and Abilities
 * lvl 2: Violent Axe - Axe Skill (Physical 440% Att), Target: Foe
 * lvl 2: Club Strike - Club Skill (Physical 480% Att), Target: Foe
 * lvl 3: HP +20% - Combat Ability (Increase Max HP by 20%.)
 * lvl 3: Attack +20% - Combat Ability (Increase Attack by 20%.)
 * lvl 3: Earthquake - Nature Skill (Earth 500% ^ of Mag, Def), Target: All Foes
 * lvl 4: Equip: Club - Combat Ability (Allows user to equip Clubs.)
 * lvl 4: Resist Earth 50% - Defense Ability (Reduce Earth damage taken to 50% of normal.)
 * lvl 5: Spinning Club Strike - Club Skill (Physical 480% Att), Target: All Foes
 * lvl 5: Equip: Axe - Combat Ability (Allows user to equip Axes.)
 * lvl 6: Fire Roar Axe - Axe Skill (Fire 440% Att), Target: Foe
 * lvl 6: Double SP Charge - Special Ability (Doubles SP gain when guarding or attacking.)
 * lvl 7: Breath of the Earth - Special Skill, Target: User, Effect: Defense/Crit Up (4 turns)
 * lvl 7: Resist Incontinence - Defense Ability (Nullify attempts to inflict Incontinence 50% of the time.)
 * lvl 8: Earth Booster 15% - Magic Ability (Earth attacks deal +15% damage.)
 * lvl 9: Battle Start SP Up - Special Ability (Start battles with 75% max SP instead of 50%.)
 * lvl 10: Rock Drop - Club Skill (Physical 680% Att), Target: All Foes

Dark Fairy
Prerequisites: Fairy

A fairy whose mind has fallen into darkness, allowing them to cause more volatile natural phenomena. Enjoys gambling and other sketchy acts, and can also learn summoning skills.
 * Equip: Robes, Fancy Caps
 * Skills: White Magic, Black Magic, Summoning, Dark, Dancing, Oracle, Nature
 * Passive: MP Regen 1%, Gambling Luck II, Eva/Mag Eva +40%, Res Wind/Earth/Water/Poi/Bli/Par/Bur/Fre/Sho 50%, Res Dea/Bin 25%, Null Min/Zom/Pet,Item Drop +100%

Learned Skills and Abilities
 * lvl 2: Queen of Diamonds - Oracle Skill (Physical 100% Dex), Target: All Allies, Effect: HP Recovery
 * lvl 3: Jack of Clubs - Oracle Skill (Physical 380% Dex), Target: All Foes
 * lvl 3: Dexterity +20% - Job Ability (Increase Dexterity by 20%.)
 * lvl 4: Flame Pillar - Nature Skill (Fire 500% ^ of Mag, Att), Target: All Foes
 * lvl 4: Icicle - Nature Skill (Ice 500% ^ of Mag, Dex), Target: All Foes
 * lvl 4: Lightning - Nature Skill (Lightning 500% ^ of Mag, Agi), Target: All Foes
 * lvl 5: Slots - Oracle Skill, Effect: Random
 * lvl 5: Fairy's Sacrifice - Magic Ability (Use a random Summoning skill on death.)
 * lvl 6: Ace of Hearts - Oracle Skill (Physical 150% Dex), Target: Ally, Effect: HP Recovery
 * lvl 7: Tsunami - Nature Skill (Water 500% ^ of Mag, Will), Target: All Foes
 * lvl 8: Item Drop +50% - Special Ability (Increase item drop rate of enemies by 50%.)
 * lvl 9: Curse Dance - Dancing, Target: All Foes, Effect: Poison/Blind/Silence (75%)
 * lvl 9: Poison Marsh - Nature Skill (Bio 500% Mag), Target: All Foes, Effect: Poison (75%)
 * lvl 10: Pegasus - Summoning (Magical 1000% Mag), Target: All Foes, Effect: Dispel

Mega Slime
Prerequisites: Slime

A stronger slime that is capable of dividing themselves. Can use their own body as a weapon and can attack whole groups with boomerang skills. They still aren't very good with magic, and are fragile versus elemental attacks.
 * Equip: Shells, Robes, Fancy Caps
 * Skills: Throwing, Slime
 * Passive: Slime Strike 20%, Boomerang Booster 20%, Null Water/Bin/Par/Zom/Sli, Res Dig 50%

Learned Skills and Abilities
 * lvl 2: Slime Heaven - Slime Skill (Pleasure 580% Dex), Target: Foe, Effect: Slimed (75%), Bind (50%)
 * lvl 3: HP +20% - Combat Ability (Increase Max HP by 20%.)
 * lvl 3: Slimed Strike 10% - Job Ability (Normal attack inflicts Slimed 10% of the time.)
 * lvl 4: Slime Clone - Slime Skill, Target: User, Effect: Evasion Up
 * lvl 5: Twin Boomerang - Throwing (Physical 168%*2 Att+Dex), Target: Foe, Effect: +
 * lvl 6: Equip: Boomerang - Combat Ability (Allows users to equip Boomerangs.)
 * lvl 7: Slime Splash - Slime Skill (Physical 580% ^ of Att, Dex), Target: All Foes, Effect: +
 * lvl 8: Division - Slime Skill, Target: User, Effect: All Stats Down, Act Twice (4 turns)
 * lvl 9: Boomerang Booster 15% - Combat Ability (With a Boomerang equipped, deal +15% damage with normal attacks and throwing skills.)
 * lvl 10: Soft Body - Defense Ability (Nullify attacks of 200 damage or less.)

Heal Slime
Prerequisites: Slime

A kind-hearted slime that wishes to heal others. Can use slime to accelerate allies' metabolism and heal their wounds, as well as use their own slime to defend from attacks. They aren't good in combat, but are great for healing and support.
 * Equip: Shells, Robes, Fancy Caps
 * Skills: White Magic, Throwing, Slime
 * Passive: Slime Strike 20%, Boomerang Booster 20%, Null Water/Bin/Par/Zom/Sli, Res Dig 50%

Learned Skills and Abilities
 * lvl 2: Mass Slime Heal - Slime Skill (Magical 150% Will), Target: All Allies, Effect: Slimed (25%)
 * lvl 3: Willpower +20% - Defense Ability (Increase Willpower by 20%.)
 * lvl 3: Ecstasy Slime - Slime Skill (Pleasure 580% Dex), Target: Foe, Effect: Slimed/Trance (75%)
 * lvl 4: Slime Cure - Slime Skill, Target: Ally, Effect: Cure Status
 * lvl 5: Resist Water 50% - Defense Ability (Reduce Water damage taken to 50% of normal.)
 * lvl 6: Aqua Shield - Slime Skill, Target: All Allies, Effect: Def Up (3 turns)
 * lvl 7: Slime Mega Heal - Slime Skill (Magical 300% Will), Target: Ally, Effect: Slimed (75%)
 * lvl 8: Aero Dart - Throwing (Wind 264% Att+Dex), Target: Foe
 * lvl 9: HP Regen 10% - Special Ability (Regen 10% of Max HP per turn.)
 * lvl 10: Slime Raise - Slime Skill, Target: Ally, Effect: Revive (20% HP), Slimed (25%)

Carnivorous Slime
Prerequisites: Slime

A slime whose body has changed to easily digest meat, they can wrap around foes to dissolve and eat them alive. Learns skills that coat foes in digestive juices, and also gains the power to counter attack or self-destruct.
 * Equip: Shells, Robes, Fancy Caps
 * Skills: Throwing, Slime
 * Passive: Digestion Strike 10%, Boomerang Booster 20%, Null Water/Bin/Par/Zom/Dig/Sli

Learned Skills and Abilities
 * lvl 2: Digestive Slime - Slime Skill (Pleasure 660% Dex), Target: Foe, Effect: Slimed/Digestion (75%)
 * lvl 3: Attack +20% - Combat Ability (Increase Attack by 20%.)
 * lvl 3: Resist Slimed - Defense Ability (Nullify attempts to inflict Slimed 50% of the time.)
 * lvl 4: Blob Boa - Slime Skill, Target: Foe, Effect: Predation (digested foe)
 * lvl 5: Resist Digestion - Defense Ability (Nullify attempts to inflict Digestion 50% of the time.)
 * lvl 6: Melty Throw - Throwing (Physical 228% Att+Dex), Target: All Foes, Effect: Digestion (75%)
 * lvl 7: Digestion Strike 10% - Job Ability (Normal attack inflicts Digestion 10% of the time.)
 * lvl 8: Slime Counter - Combat Ability (Pleasure 200% Dex), Target: Foe, Effect: Slimed (50%)
 * lvl 9: Slime Booster 15% - Special Ability (Slime skills deal +15% damage.)
 * lvl 10: Slime Self Destruct - Slime Skill (Physical 700% Current HP), Target: All Foes

Lunatic Beast
Prerequisites: Beast

A beast that has grown even stronger, they can tear foes to shreds in an instant. While they have great power, but their agility isn't as good. They can also go berserk at will, strengthening themselves even further, but losing all control during battle.
 * Equip: Fang, Breastplates, Fancy Caps
 * Skills: Beast
 * Passive: Counter 25%, Crit +30%, Eva +20%, Fang Booster 20%

Learned Skills and Abilities
 * lvl 2: Attack +20% - Combat Ability (Increase Attack by 20%.)
 * lvl 3: Resist Blind - Defense Ability (Nullify attempts to inflict Blind 50% of the time.)
 * lvl 4: Double Bite - Beast Skill (Physical 400%*2 Att), Target: Foe, Effect: +
 * lvl 5: Lunatic High - Beast Skill, Target: User, Effect: Berserk, Evasion Up (Battle Duration)
 * lvl 6: Beast Blow Job - Beast Skill (Pleasure 580% Dex), Target: Foe, Effect: Slimed (50%)
 * lvl 7: Fatal Claw - Beast Skill (Physical 330% Att+Agi), Target: Foe, Effect: Death (50%), +
 * lvl 8: Equip: Fang - Combat Ability (Allows user to equip Fangs.)
 * lvl 9: Beast Booster 15% - Special Ability (Beast skills deal +15% damage.)
 * lvl 10: Rampage - Beast Skill (Physical 280% Att), Target: 4 Random Foes, Effect: +

Speed Beast
Prerequisites: Beast

A beast whose body is well developed for speed and agility, they use rapid attacks that make great use of their overwhelming speed. They can easily evade physical attacks, and are fast enough to steal from foes as well.
 * Equip: Fang, Breastplates, Fancy Caps
 * Skills: Thievery, Beast
 * Passive: Blind Strike 10%, Counter 50%, Crit +15%, Eva +30%, Fang Booster 20%

Learned Skills and Abilities
 * lvl 2: Steal - Thievery Skill, Target: Foe, Effect: Steal
 * lvl 2: Familicide - Beast Skill (Physical 580% Att), Target: Foe, Effect: Beast Killer
 * lvl 3: Agility +20% - Job Ability (Increase Agility by 20%.)
 * lvl 3: Blind Strike 10% - Job Ability (Normal attack inflicts Blind 10% of the time.)
 * lvl 4: Escape - Thievery Skill, Target: All Allies, Effect: Flee Battle
 * lvl 4: Resist Slow - Defense Ability (Nullify attempts to inflict Slow 50% of the time.)
 * lvl 5: Lightning Claw - Beast Skill (Lightning 396% Att+Agi), Target: Foe, Effect: +
 * lvl 6: Disruptive Wave - Beast Skill, Target: All Foes, Effect: Remove Buffs
 * lvl 7: Beast Slayer - Combat Ability
 * lvl 8: Double Steal - Thievery Skill, Target: Foe, Effect: Steal
 * lvl 9: Mug - Thievery Skill (Normal Attack), Target: Foe, Effect: Steal, +
 * lvl 9: Fang Booster 15% - Combat Ability (With a Fang equipped, deal +15% damage with normal attacks and skills using Fangs.)
 * lvl 10: Beast Hammer - Beast Skill (Physical 204%*3 Att+Agi), Target: Foe, Effect: +

Minotaur
Prerequisites: Gallian Tribe's Teachings, Warrior, Beast

A beast with the immense physical strength of a bull, they can handle axes well, and have herculean strength. They have impressive defense, but are slow and weak to magic. They can charge head first into battles, and do well on the front lines.
 * Equip: Gi, Breastplates, Hats, Fancy Caps
 * Skills: Axe, Club, Flail, Beast
 * Passive: Crit +30%

Learned Skills and Abilities
 * lvl 2: Violent Axe - Axe Skill (Physical 440% Att), Target: Foe
 * lvl 3: HP +20% - Combat Ability (Increase Max HP by 20%.)
 * lvl 3: Attack +20% - Combat Ability (Increase Attack by 20%.)
 * lvl 4: Minotaur Crash - Axe Skill (Physical 940% Att), Target: Foe, Effect: Crit or Miss
 * lvl 4: Counter Damage +50% - Combat Ability (Counter attacks deal 50% more damage.)
 * lvl 5: Focused Spirit - Special Skill, Target: User, Effect: Att Up (following turn)
 * lvl 6: Fire Roar Axe - Axe Skill (Fire 440% Att), Target: Foe
 * lvl 6: Ice Breaker Axe - Axe Skill (Ice 440% Att), Target: Foe
 * lvl 6: Thunder God Axe - Axe Skill (Lightning 440% Att), Target: Foe
 * lvl 7: Berserker - Special Ability (Become Berserk in battle, but boost Attack by 50%.)
 * lvl 8: Last Gasp Crit Rate +50% - Combat Ability (Increase Crit Hit rate by 50% when below 20% HP.)
 * lvl 9: Chaos Axe - Axe Skill, Target: User, Effect: Chaotic Attack
 * lvl 9: Equip: Axe - Combat Ability (Allows user to equip Axes.)
 * lvl 10: Minotaur Spinning Axe - Axe Skill (Physical 440% Att), Target: Foe

Centaur
Prerequisites: Warrior, Beast

A beast with the lower body of a horse, their legs grant them superior speed and they are well suited for battle. They are skilled with spears, and learn skills that let them rush foes with their great speed. They have lower defense than most, but they compensate with high evasion.
 * Equip: Gi, Breastplates, Armor, Hats, Helmets, Fancy Caps, Bucklers, Shields
 * Skills: Rapier, Spear, Beast
 * Passive: Crit +15%, Eva +30%

Learned Skills and Abilities
 * lvl 2: Centaur Rush - Spear Skill (Physical 264% Att+Agi), Target: Foe, Effect: Swift Strike, +
 * lvl 3: Agilty +20% - Job Ability (Increase Agility by 20%.)
 * lvl 3: Magic Counter +30% - Combat Ability (Increase Magic Counter rate by 30%.)
 * lvl 4: Fox Hunt - Spear Skill (Physical 228% Att+Agi), Target: Foe, Effect: Kitsune Killer
 * lvl 5: Kitsune Slayer - Combat Ability (Normal attack deals +50% damage to Kitsunes.)
 * lvl 6: Lancet - Spear Skill (Physical 120% Att+Agi), Target: Foe, Effect: HP/SP Drain 25%
 * lvl 6: First Lunge - Spear Skill, Target: User, Effect: First Lunge (Double Agi, 5 turns)
 * lvl 7: Three Step Pierce - Spear Skill (Physical 120%*3 Att+Agi), Target: Foe, Effect: Swift Strike, +
 * lvl 8: Resist Stun - Defense Ability (Nullify attempts to inflict Stun 50% of the time.)
 * lvl 9: Equip: Spear - Combat Ability (Allows user to equip Spears and Heavy Spears.)
 * lvl 9: Resist Stop - Defense Ability (Nullify attempts to inflict Stop 50% of the time.)
 * lvl 10: Centaur Body - Spear Skill, Target: User, Effect: Centaur Body (Spear skills activate twice for 5 turns.)

Nekomata
Prerequisites: Beast, Beckoning Cat Statue

A beast with a flexible cat body, their lazy nature masks their excellent fighting sense and agility. They are proficient in feline martial arts, and learn unique dances that boost their allies' counterattack capabilities. Their high evasion makes up for low magic and poor defense.
 * Equip: Fang, Gi, Breastplate, Hat, Fancy Cap
 * Skills: Unarmed, Dancing, Beast
 * Passive: Counter +50%, Blind Strike 10%, Crit +15%, Eva +20%, Fang Booster 20%

Learned Skills and Abilities
 * lvl 2: Kitty Kick - Unarmed (Physical 264% Att+Agi), Target: Foe, Effect: +20% Hit, +
 * lvl 3: Agility +20% - Job Ability
 * lvl 3: Evasion +20% - Defense Ability
 * lvl 4: Cat Dance - Dancing, Target: All Allies, Effect: Evasion Rate +50%
 * lvl 5: Counter 30% - Combat Ability
 * lvl 6: Squishy Pawjob - Beast Skill (Pleasure 580% ^ of Dex, Agi) Target: Foe, Effect: Horny 50%, 120% Hit, No Crit
 * lvl 7: Cat Nap - Target: User, Effect: Cat Nap (fall asleep and gain 20% HP/MP/SP Regen for 6 turns or until forced awake)
 * lvl 8: Catscratch - Unarmed (Physical 228% Att+Agi), Target: All Foes, Effect: +20% Hit, +
 * lvl 8: Equip: Fist - Combat Ability
 * lvl 9: Explosive Fist - Unarmed (Physical 108% Att+Agi), Target: 4 Random Foes, Effect: +20% Hit
 * lvl 9: Wild Dance - Dancing, Target: All Allies, Effect: Evasion/Counter Rate +50%
 * lvl 10: Beckoning Cat - Beast Skill, Target: User, Effect: 300% Gold/Item Drop Rate

Mid-Rank Kitsune
Prerequisites: Kitsune

A kitsune that has increased their spiritual power through harsh training. They have great magical power, and learn taoism and ninjutsu skills, as well as ones that utilize their tail. They have above average stats and resistances, and are quite reliable.
 * Equip: Clothes, Gi, Breastplates, Armor, Robes, Dresses, Skimpy, Hats, Helmets, Magic Hats, Fancy Caps, Bucklers, Shields
 * Skills: Fan, Black Magic, Taoism, Ninjutsu, Beast, Nature
 * Passive: SP Regen 5%, Fan Booster 20%, Mag Eva +10%, Res Earth 25%, Res Dea/Bur/Fre/Sho 50%

Learned Skills and Abilities
 * lvl 2: Fox Moon Fan - Fan Skill (Earth 228% Dex+Agi), Target: Foe, Effect: +
 * lvl 2: Mega Fire - Black Magic (Fire 400% Mag), Target: All Foes
 * lvl 2: Mega Blizzard - Black Magic (Ice 400% Mag), Target: All Foes
 * lvl 2: Mega Thunder - Black Magic (Lightning 400% Mag), Target: All Foes
 * lvl 3: Magic +20% - Magic Ability (Increase Magic by 20%.)
 * lvl 3: Earth Strike - Combat Ability (Normal attack also deals Earth damage.)
 * lvl 4: Resist Earth 50% - Defense Ability (Reduce Earth damage taken to 50% of normal.)
 * lvl 5: Breast Valley - Beast Skill (Pleasure 580% ^ of Dex, Mag), Target: Foe, Effect: Trance (50%)
 * lvl 6: Four Moons - Beast Skill (Physical 240%*4 ^ of Att, Dex), Target: Foe, Effect: +
 * lvl 7: Kitsune's Fox Fire - Ninjutsu (Fire 330% ^ of Att, Dex), Target: All Foes, Effect: +
 * lvl 8: Quake - Black Magic (Earth 600% Mag), Target: Foe
 * lvl 9: Earth Booster 15% - Magic Ability (Earth attacks deal +15% damage.)
 * lvl 10: Kitsune Storm Talisman - Taoism (Earth 640% ^ of Mag, Dex), Target: All Foes, Effect: Confusion (75%)

Bestial Kitsune
Prerequisites: Kitsune

A kitsune that has developed strong bestial characteristics. While they have only average magic power, their physical stats are excellent. They learn beast skills that make full use of their claws and fangs. They have great speed, and good evasion as well.
 * Equip: Fang, Clothes, Gi, Breastplates, Robes, Dresses, Skimpy Hats, Fancy Caps
 * Skills: Taoism, Ninjutsu, Beast, Nature
 * Passive: SP Regen 10%, Rumble, Crit +15%, Eva +20%, Res Earth 25%, Res Dea/Bur/Fre/Sho 50%, Fang Booster 20%

Learned Skills and Abilities
 * lvl 2: Scratch - Beast Skill (Physical 226% Att+Agi), Target: Foe, Effect: +
 * lvl 2: Bite - Beast Skill (Physical 480% Att+Agi), Target: Foe, Effect: +
 * lvl 2: Double Bite - Beast Skill (Physical 400%*2 Att), Target: Foe, Effect: +
 * lvl 3: Agility +20% - Job Ability (Increase Agility by 20%.)
 * lvl 3: Rumble - Combat Ability (When falling below 20% HP, become Berserk, but regen 10% HP/SP and 2% MP per turn.)
 * lvl 4: Four Moons - Beast Skill (Physical 240%*4 ^ of Att, Dex), Target: Foe, Effect: +
 * lvl 5: Lunar Insanity - Beast Skill, Target: User, Effect: Berserk,No MP/SP Cost
 * lvl 6: Beast Hammer - Beast Skill (Physical 204%*3 Att+Agi), Target: Foe, Effect: +
 * lvl 7: Moon Roar Talisman - Taoism (Earth 660% ^ of Mag, Dex), Target: Foe
 * lvl 8: SP Regen 10% - Special Ability (Regen 10% of Max SP per turn.)
 * lvl 9: Fang Booster 15% - Combat Ability (With a Fang equipped, deal +15% damage with normal attacks and skills using Fangs.)
 * lvl 9: Beast Booster 15% - Special Ability (Beast skills deal +15% damage.)
 * lvl 10: Rampage - Beast Skill (Physical 280% Att), Target: 4 Random Foes, Effect: +

Kitsune Geisha
Prerequisites: Kitsune

A kitsune with a variety of skills. Learns special songs and dances, and can learn special cooking recipes as well. They also learn special fan skills, and are experts in fan usage. While not great in direct combat, their versatility is top class.
 * Equip: Clothes, Gi, Robes, Dresses, Skimpy, Hats, Magic Hats, Fancy Caps, Bucklers
 * Skills: Fan, Taoism, Ninjutsu, Dancing, Singing, Cooking, Sexcraft, Beast, Nature
 * Passive: SP Regen 5%, Fan Booster 20%, Eva/Mag Eva +10%, Res Earth 25%, Res Dea/Bur/Fre/Sho 50%

Learned Skills and Abilities
 * lvl 2: Fan Dance - Fan Skill (Wind 228% Dex+Agi), Target: Foe, Effect: +
 * lvl 3: Kitsune Udon - Cooking, Target: All Allies, Effect: Double SP Charge (for 5 turns)
 * lvl 3: Dexterity +20% - Job Ability (Increase Dexterity by 20%.)
 * lvl 4: Song of Skill - Singing, Target: User, Effect: Can Use All Skill Types (for 10 turns)
 * lvl 5: Fan Storm - Fan Skill (Wind 228% Dex+Agi), Target: All Foes, Effect: +
 * lvl 6: Flame Dance - Dancing (Fire 380% Dex), Target: All Foes, Effect: Burn (25%)
 * lvl 7: Anti-Death Song - Singing, Target: All Allies, Effect: Death/Ascension/Climax Immune (for 10 turns)
 * lvl 8: Electro Fan - Fan Skill (Lightning 264% Dex+Agi), Target: Foe, Effect: +
 * lvl 8: Curse Dance - Dancing, Target: All Foes, Effect: Poison/Blind/Silence (75%)
 * lvl 9: Kitsune Dance - Dancing, Target: User, Effect: 25% MP/SP Cost (for 4 turns)
 * lvl 10: Flower Song - Singing (Earth 380% Dex), Target: All Foes

Boa Lamia
Prerequisites: Lamia

A cruel lamia that enjoys toying with prey. They coil around foes, and then swallow them whole. Their skill with a flail has improved to the point where it's like striking with their own tail. Their defense is extremely high, so they are great during a head on fight.
 * Equip: Clothes, Gi, Breastplates, Armor, Robes, Skimpy, Hats, Helmets, Fancy Caps, Bucklers, Shields
 * Skills: Flail, Demon Arts, Snake
 * Passive: Stun Strike 20%, Flail Booster 20%, Res Bin/Pet/Stun 25%

Learned Skills and Abilities
 * lvl 2: Snake Body Strike - Snake Skill (Physical 580% ^ of Att, Def), Target: All Foes, Effect: +
 * lvl 3: Demon Eyes of Confusion - Demon Arts, Target: All Foes, Effect: Confusion (75%)
 * lvl 3: Defense +20% - Defense Ability (Increase Defense by 20%.)
 * lvl 4: Flicking Fellatio - Snake Skill (Pleasure 580% ^ of Dex, Def), Target: Foe, Effect: Slimed (50%)
 * lvl 5: Scylla Killer - Flail Skill (Physical 380% Att), Target: All Foes, Effect: Scylla Killer
 * lvl 6: Scylla Slayer - Combat Ability (Normal attack deals +50% damage to Scyllas.)
 * lvl 7: Swallow - Snake Skill, Target: Foe, Effect: Predation (bound or digested foe)
 * lvl 8: Snake Roll - Snake Skill (Physical 660% ^ of Att, Def), Target: Foe, Effect: Bind (75%)
 * lvl 9: Snake Booster 15% - Special Ability (Snake Skills deal +15% damage.)
 * lvl 10: Grand Drive - Flail Skill (Physical 440% Att), Target: All Foes

Lamia Nun
Prerequisites: Lamia

A lamia that has awakened healing powers through piety. Learns not only healing magic, but also can attack with holy light, and can also gently coil around foes in a loving embrace. They have high defense and magic power, so they are great as mages.
 * Equip: Clothes, Gi, Breastplates, Armor, Robes, Skimpy, Hats, Helmets, Fancy Caps, Bucklers, Shields
 * Skills: Flail, White Magic, Demon Arts, Snake
 * Passive: Stun Strike 10%, Flail Booster 30%, Res Bin/Pet/Stun 25%

Learned Skills and Abilities
 * lvl 2: Heal - White Magic (Magical 150% Will), Target: Ally, Effect: HP Recovery
 * lvl 2: Lamia Prayer - Snake Skill (Magical 150% Will), Target: All Allies, Effect: HP Recovery
 * lvl 3: Willpower +20% - Defense Ability (Increase Willpower by 20%.)
 * lvl 4: Resist Stun - Defense Ability (Nullify attempts to inflict Stun 50% of the time.)
 * lvl 5: Cure - White Magic, Target: Ally, Effect: Cure Status
 * lvl 5: Demon Eyes of Healing - Demon Arts (Magical 150% Mag), Target: All Allies, Effect: HP Recovery
 * lvl 6: Flail of Heaven's Wrath - Flail Skill (Holy 440% Att), Target: All Foes
 * lvl 7: Holy Serpent's Embrace - Snake Skill (Pleasure 580% ^ of Dex, Will), Target: Foe, Effect: Trance/Bind (50%)
 * lvl 8: Raise - White Magic, Target: Ally, Effect: Revive (50% HP)
 * lvl 8: Maheal - White Magic (Magical 600% ^ of Mag, Will), Target: Foe
 * lvl 9: Heal Booster 15% - Magic Ability (Healing effects recover 15% more HP.)
 * lvl 10: Heal All - White Magic (Magical 150% Will), Target: All Allies, Effect: HP Recovery
 * lvl 10: Sun Sphere - Demon Arts (Holy 660% ^ of Mag, Will), Target: All Foes

Snake Miko
Prerequisites: Lamia

A lamia that has trained their mind and body to become a miko. Their dances can bring divine favor, as well as summon natural elements. They can strike with a flail as if dancing, and are just as good as a warrior when it comes to attack power.
 * Equip: Clothes, Gi, Breastplates, Robes, Skimpy, Hats, Fancy Caps, Bucklers
 * Skills: Flail, Dancing, Demon Arts, Snake
 * Passive: Stun Strike 10%, Flail Booster 20%, Res Bin/Pet/Stun 25%

Learned Skills and Abilities
 * lvl 2: Snake Miko Dance - Dancing, Target: All Allies, Effect: 10% HP Regen, 2% MP Regen
 * lvl 3: Chain Dance - Flail Skill (Physical 380% Att), Target: All Foes, Effect: +
 * lvl 3: Dexterity +20% - Job Ability (Increase Dexterity by 20%.)
 * lvl 4: Encouraging Dance - Dancing, Target: All Allies, Effect: Att/Agi Up (3 turns)
 * lvl 4: Baby Squeeze - Snake Skill (Pleasure 580% ^ of Dex, Will), Target: Foe, Effect: Horny (50%)
 * lvl 5: Cyclone Dance - Dancing (Wind 380% Dex), Target: All Foes
 * lvl 6: Earth Rend Dance - Dancing (Earth 380% Dex), Target: All Foes
 * lvl 7: Flowing Water Dance - Dancing (Water 380% Dex), Target: All Foes
 * lvl 8: Silence Strike 10% - Job Ability (Normal attack inflicts Silence 10% of the time.)
 * lvl 9: Forked Erotic Tongue - Snake Skill (Pleasure 580% ^ of Dex, Will), Target: Foe, Effect: Slimed (50%)
 * lvl 10: Weakening Dance - Dancing, Target: All Foes, Effect: All Stats Down

Medusa
Prerequisites: Magician, Lamia

A lamia species that has snakes for hair instead of a serpentine lower body. Can petrify foes with various abilities and skills, and learns powerful flail skills. Because their hair would complain, they can't wear hats or helmets.
 * Equip: Clothes, Gi, Breastplates, Armor, Robes, Skimpy, Bucklers, Shields
 * Skills: Flail, Demon Arts, Snake
 * Passive: Counter 50%

Learned Skills and Abilities
 * lvl 2: Petrifying Strike - Special Skill (Physical 580% Att), Target: Foe, Effect: Petrify (75%)
 * lvl 3: Attack +20% - Combat Ability (Increase Attack by 20%.)
 * lvl 3: Counter +30% - Combat Ability (Increase Counter rate by 30%.)
 * lvl 4: Deadly Mace - Flail Skill (Physical 380% Att), Target: All Foes
 * lvl 5: Resist Petrify - Defense Ability (Nullify attempts to inflict Petrify 50% of the time.)
 * lvl 6: Demon Eyes of Paralysis - Demon Arts, Target: All Foes, Effect: Paralysis (75%)
 * lvl 7: Lewd Snake's Hair - Snake Skill (Pleasure 660% ^ of Dex, Mag), Target: Foe
 * lvl 8: Stun Strike 10% - Job Ability (Normal attack inflicts Stun 10% of the time.)
 * lvl 9: Endure - Defense Ability (Once per battle, if above 30% HP, survive a lethal blow with 1 HP.)
 * lvl 9: Petrify Strike 10% - Job Ability (Normal attack inflicts Petrify 10% of the time.)
 * lvl 10: Heavy Cannon - Flail Skill (Physical 440% Att), Target: Foe

High Scylla
Prerequisites: Scylla

A scylla that has gained greater expertise with their tentacles. Can unleash rapid attacks that deal great damage to foes. Is also a master at using their tentacles to lewdly caress foes. They still have low defense, so they're a bit fragile.
 * Equip: Clothes, Gi, Breastplates, Robes, Skimpy, Hats, Fancy Caps
 * Skills: Multiweapon, Tentacle
 * Passive: Triple Attack, Tentacle Skills x2, Res Bin 50%,Null Sli, Whip Booster +20%

Learned Skills and Abilities
 * lvl 2: Dexterity +20% - Job Ability (Increase Dexterity by 20%.)
 * lvl 3: Dark Fog - Tentacle (Physical 480% ^ of Att, Dex), Target: All Foes, Effect: Blind (75%)
 * lvl 4: Tentacle Bind - Tentacle (Physical 580% ^ of Att, Dex), Target: All Foes, Effect: Bind (75%)
 * lvl 5: Lamia Capture - Tentacle (Physical 580% ^ of Att, Dex), Target: All Foes, Effect: Lamia Killer, Bind (50%)
 * lvl 6: Soft Body - Special Skill, Target: User, Effect: Def Up, Null Damage <= 200 (4 turns)
 * lvl 7: Chaotic Tentacle Caress - Tentacle (Pleasure 300% ^ of Att, Dex), Target: 3 Random Foes, Effect: Slimed (75%)
 * lvl 8: High Tentacle Up - Tentacle, Target: User, Effect: *7 Normal Attacks, *3 Tentacle skills (4 turns)
 * lvl 9: Tentacle Booster 15% - Special Ability (Tentacle skills deal +15% damage.)
 * lvl 10: Double Attack - Combat Ability (Normal attack executes 2 times.)

Scylla Maid
Prerequisites: Maid Permit, Scylla


 * Equip: Clothes, Gi, Breastplates, Robes, Skimpy, Hats, Fancy Caps
 * Skills: Service, Tentacle
 * Passive: Triple Attack, Eva +10%, Res Bin 50%, Null Sli

Learned Skills and Abilities
 * lvl 2: Tea Serving - Service (Physical 50% Dex), Target: Ally, Effect: HP/25% SP Recovery
 * lvl 2: Dual Duster Dance - Service (Physical 160% Dex), Target: 4 Random Foes, Effect: Blind (75%)
 * lvl 3: Ecstasy Massage - Service (Pleasure 260% Dex), Target: Foe, Effect: Trance (75%)
 * lvl 3: Dexterity +20% - Job Ability
 * lvl 3: Resist Sleep - Defense Ability (Nullify attempts to inflict Sleep 50% of the time.)
 * lvl 4: Battle Maid - Service, Target: User, Effect: Att Up, Weapon Skills Only
 * lvl 5: Serve Tea x8 - Service (Magical 50% Will), Target: 8 Random Allies, Effect: HP/10% SP Recovery
 * lvl 6: Resist Incontinence - Defense Ability (Nullify attempts to inflict Incontinence 50% of the time.)
 * lvl 7: Maid's BDSM - Service, Target: All Foes, Effect: Blind/Silence/Bind (75%)
 * lvl 8: Terminal Service - Job Ability (User restores 50% of party's max HP/SP, and 25% of party's max MP on death.)
 * lvl 9: Equip: Plate - Job Ability (Allows user to equip Plates.)
 * lvl 9: Bound Maid - Job Ability (Gain 200% Exp, but begin combat Blinded, Paralyzed, and Silenced.)
 * lvl 10: Octopus Service - Service (Pleasure 440% Dex), Target: Foe, Effect: Bind (50%)

Wing Harpy
Prerequisites: Harpy

A harpy with large wings suitable for high-speed flight. They have superior agility and evasion to match. They learn special dances and thievery skills unique to them. While their combat ability isn't high, they're good at support.
 * Equip: Clothes, Gi, Skimpy, Hats, Fancy Caps
 * Skills: Fan, Thievery, Dancing, Wing
 * Passive: Eva/Mag Eva +40%, Res Wind 25%, Fan Booster +20

Learned Skills and Abilities
 * lvl 2: Evasion +20% - Defense Ability (Increase Physical Evasion rate by 20%.)
 * lvl 3: Steal Material - Thievery Skill, Target: Foe, Effect: Steal
 * lvl 3: Agility +20% - Job Ability (Increase Agility by 20%.)
 * lvl 4: Sky Dance - Dancing, Target: All Allies, Effect: Agi/Evasion/Mag Evasion Up (4 turns)
 * lvl 5: Gale Fan - Fan Skill (Wind 228% Dex+Agi), Target: All Foes, Effect: +
 * lvl 6: Harpy Foot Job - Wing Skill (Pleasure 580% ^ of Dex, Agi), Target: Foe
 * lvl 7: Gale - Wing Skill (Wind 660% ^ of Dex, Agi), Target: All Foes
 * lvl 8: Super Appeal - Special Ability (Become targeted five times as often by enemies.)
 * lvl 9: Wing Booster 15% - Special Ability (Wing skills deal +15% damage.)
 * lvl 10: Chaotic Theft - Thievery Skill, Target: 4 Random Foes, Effect: Steal

Harpy Knight
Prerequisites: Harpy

An unusual harpy that has trained as a warrior. They smite foes with rapid spear strikes that make the best use of their agility. They also learn a special war dance of the harpy race to enhance allies. Although they can wear heavier equipment, they still have low defense.
 * Equip: Clothes, Gi, Breastplates, Armor, Skimpy, Hats, Helmets, Fancy Caps
 * Skills: Spear, Thievery, Dancing, Wing
 * Passive: Eva/Mag Eva +30%, Res Wind 50%

Learned Skills and Abilities
 * lvl 2: High Jump - Spear Skill (Physical 228% Att+Agi), Target: Foe, Effect: +
 * lvl 2: Air Lance - Spear Skill (Wind 264% Att+Agi), Target: Foe
 * lvl 3: Attack +20% - Combat Ability (Increase Attack by 20%.)
 * lvl 3: Resist Stun - Defense Ability (Nullify attempts to inflict Stun 50% of the time.)
 * lvl 4: Warrior's Dance - Dancing, Target: User, Effect: Att/Agi Up (3 turns)
 * lvl 5: Kitsune Slayer - Combat Ability (Normal attack deals +50% damage to Kitsunes.)
 * lvl 6: Fox Hunt - Spear Skill (Physical 228% Att+Agi), Target: Foe, Effect: Kitsune Killer
 * lvl 7: Equip: Helm - Defense Skill (Allows user to equip Helms and Heavy Helms.)
 * lvl 7: Equip: Shield - Defense Skill (Allows user to equip all types of shields.)
 * lvl 8: First Lunge - Spear Skill, Target: User, Effect: First Lunge (5 turns)
 * lvl 9: Equip: Spear - Combat Ability (Allows user to equip Spears and Heavy Spears.)
 * lvl 10: Sky Twin - Spear Skill (Physical 264% Att+Agi), Target: All Foes

Avis
Prerequisites: Harpy

A harpy subspecies with strong beast characteristics. With their powerful bodies, they rend foes with fang and claw. In addition to creating powerful gales with their wings, they can breathe gouts of flame on foes. Although bad with magic, their combat capabilities are extremely high.
 * Equip: Fang, Breastplates, Hats, Fancy Caps
 * Skills: Thievery, Beast, Wing, Breath
 * Passive: Crit +15%, Eva +30%, Res Fire 50%, Res Wind 25%, Fang Booster +20%

Learned Skills and Abilities
 * lvl 2: Bite - Beast Skill (Physical 480% Att), Target: Foe, Effect: +
 * lvl 2: Fire Breath - Breath Skill (Fire 400% ^ of Att,Mag,Dex), Target: All Foes
 * lvl 3: Attack +20% - Combat Ability (Increase Attack by 20%.)
 * lvl 3: Double Bite - Beast Skill (Physical 400%*2 Att), Target: Foe, Effect: +
 * lvl 4: Resist Fire 50% - Defense Ability (Reduce Fire damage taken to 50% of normal.)
 * lvl 4: Early Bird - Wing Skill (Physical 580% ^ of Att, Agi), Target: Foe, Effect: Beast/Insect Killer
 * lvl 5: Flame Breath - Breath Skill (Fire 580% ^ of Att,Mag,Dex), Target: All Foes
 * lvl 6: Land-Dweller Slayer - Combat Ability (Normal attack deals +50% damage to Land-Dwellers.)
 * lvl 6: Insect Slayer - Combat Ability (Normal attack deals +50% damage to Insects.)
 * lvl 7: Glider Spike - Wing Skill (Physical 660% ^ of Att, Agi), Target: Foe, Effect: +
 * lvl 8: Equip: Fang - Combat Ability (Allows user to equip Fangs.)
 * lvl 9: Fang Booster 15% - Combat Ability (With a Fang equipped, deal +15% damage with normal attacks and skills using Fangs.)
 * lvl 10: Inferno Breath - Breath Skill (Fire 1000% ^ of Att,Mag,Dex), Target: All Foes

Dragonkin
Prerequisites: Dragon

A dragon that has a human-like body. Their physical capabilities are top class, and they are excellent fighters. They learn powerful combat skills that make great use of their bodies, and can even learn an ability that charges their SP twice as fast.
 * Equip: Clothes, Breastplates, Armor, Heavy Armor, Hats, Helmets, Heavy Helmets, Bucklers, Shields, Heavy Shields
 * Skills: Dagger, Sword, Unarmed, Beast, Breath
 * Passive: Res Ice/Lightning/Most Status 50%, Null Fire

Learned Skills and Abilities
 * lvl 2: Drain Killer - Unarmed Skill (Physical 228% Att+Agi), Target: Foe, Effect: Succubus/Vampire Killer
 * lvl 3: HP +20% - Combat Ability (Increase Max HP by 20%.)
 * lvl 4: Falcon Slash - Sword Skill (Physical 240%*2 Att), Target: Foe
 * lvl 4: Fist Thrust - Unarmed Skill (Physical 216% Att+Agi), Target: Foe, Effect: +
 * lvl 5: Attack +20% - Combat Ability (Increase Attack by 20%.)
 * lvl 6: Ultra Dragon Slash - Sword Skill (Physical 680% Att), Target: Foe, Effect: +
 * lvl 6: Succubus Slayer - Combat Ability (Normal attack deals +50% damage to Succubi.)
 * lvl 7: Great Flame Fist - Unarmed Skill (Fire 264% Att+Agi), Target: Foe, Effect: +
 * lvl 8: Vampire Slayer - Combat Ability (Normal attack deals +50% damage to Vampires.)
 * lvl 9: Double SP Charge - Special Ability (Doubles SP gain when guarding or attacking.)
 * lvl 10: Heat Wave - Sword Skill (Physical 580% Att), Target: All Foes, Effect: +

Wyvern
Prerequisites: Dragon

A dragon subspecies greatly in tune with their dragon heritage. Although many dragons have wings, only wyverns can fly through the sky. They can breathe intense flames and create intense gales with a flap of their wings to destroy foes.
 * Equip: Fang, Clothes, Breastplates, Armor, Hats, Helmets
 * Skills: Beast, Wing, Breath
 * Passive: Eva +10%, Res Ice/Lightning/Most Status 50%, Null Fire/Wind, Fang Booster +20%

Learned Skills and Abilities
 * lvl 2: Flap - Wing Skill (Wind 400% ^ of Dex, Agi), Target: All Foes
 * lvl 2: Twin Fire Fang - Beast Skill (Fire 400%*2 Att), Target: Foe, Effect: +
 * lvl 3: Agility +20% - Job Ability (Increase Agility by 20%.)
 * lvl 4: Resist Burn - Defense Ability (Nullify attempts to inflict Burn 50% of the time.)
 * lvl 5: Burn Strike 10% - Job Ability (Normal attack inflicts Burn 10% of the time.)
 * lvl 6: Gale - Wing Skill (Wind 660% ^ of Dex, Agi), Target: All Foes
 * lvl 7: Fang Booster 15% - Combat Ability (With a Fang equipped, deal +15% damage with normal attacks and skils using Fangs.)
 * lvl 8: Wind Booster 15% - Magic Ability (Wind attacks deal +15% damage.)
 * lvl 9: Fire Booster 15% - Magic Ability (Fire attacks deal +15% damage.)
 * lvl 10: Inferno Breath - Breath Skill (Fire 1000% ^ of Att,Mag,Dex), Target: All Foes

Sea Dragon
Prerequisites: Dragon

A dragon of the sea feared by sailors. They can conjure tsunamis, and exhale a freezing breath. Has high magic power for a dragon, while still having the high defense of a dragon. With their high stats, they can take an active part in all manner of combat.
 * Equip: Fang, Clothes, Breastplates, Armor, Hats, Helmets
 * Skills: Beast, Nature, Breath
 * Passive: Sea Strength, Res Fire/Lightning/Most Status 50%, Null Ice/Water, Fang Booster +20%

Learned Skills and Abilities
 * lvl 2: Flash Flood - Nature Skill (Water 400% ^ of Mag,Will), Target: Foe
 * lvl 2: Absolute Ice Fang - Beast Skill (Ice 660% Att), Target: Foe, Effect: +
 * lvl 3: Defense +20% - Defense Ability (Increase Defense by 20%.)
 * lvl 3: Willpower +20% - Defense Ability (Increase Willpower by 20%.)
 * lvl 4: Freeze Strike 10% - Job Ability (Normal attack inflicts Freeze 10% of the time.)
 * lvl 4: Resist Freeze - Defense Ability (Nullify attempts to inflict Freeze 50% of the time.)
 * lvl 5: Equip: Fang - Combat Ability (Allows user to equip Fangs.)
 * lvl 6: Tsunami - Nature Skill (Water 500% ^ of Mag,Will), Target: All Foes
 * lvl 7: Water Booster 15% - Magic Ability (Water attacks deal +15% damage.)
 * lvl 8: Rampage - Beast Skill (Physical 280% Att), Target: 4 Random Foes, Effect: +
 * lvl 8: Ice Booster 15% - Magic Ability (Ice attacks deal +15% damage.)
 * lvl 9: Breath Booster 15% - Special Ability (Breath skills deal +15% damage.)
 * lvl 9: Sea Strength - Special Ability (+20% to all stats while in the ocean.)
 * lvl 10: Freezing Breath - Breath Skill (Ice 660% ^ of Att,Mag,Dex), Target: All Foes

High Land-Dweller
Prerequisites: Land-Dweller

A land-dweller that has developed a tougher body. Can breathe flames and use the toxins in their body to attack. Their stats are generally balanced, with particularly high vitality.
 * Equip: Clothes, Breastplates, Shell, Robes, Hats, Fancy Caps, Bucklers
 * Skills: Slime, Beast, Tentacle, Breath
 * Passive: Super Metabolism, Null Bio/Poi

Learned Skills and Abilities
 * lvl 2: Roar - Beast Skill, Target: All Foes, Effect: Stun (75%)
 * lvl 3: HP +20% - Combat Ability (Increase Max HP by 20%.)
 * lvl 4: Bio Mist - Tentacle (Bio 580% ^ of Att, Dex), Target: All Foes, Effect: Poison (75%)
 * lvl 5: Super Metabolism - Special Ability (Healing items/effects used on you restore 200% more HP/MP/SP.)
 * lvl 6: Scorching Breath - Breath Skill, Target: All Foes, Effect: Paralysis (75%)
 * lvl 7: Flame Breath - Breath Skill (Fire 580% ^ of Att,Mag,Dex), Target: All Foes
 * lvl 8: Resist Poison - Defense Ability (Nullify attempts to inflict Poison 50% of the time.)
 * lvl 9: Bio Booster 15% - Magic Ability (Bio attacks deal +15% damage.)
 * lvl 10: Rampage - Beast Skill (Physical 280% Att), Target: 4 Random Foes, Effect: +

Leech
Prerequisites: Land-Dweller

A land-dweller with a soft body coated in slime. They can learn to use the slime on their body to fight conventionally and in lewd ways. Their body can ward off weaker hits, and their defense is high.
 * Equip: Clothes, Breastplates, Shell, Robes, Hats, Fancy Caps, Bucklers
 * Skills: Slime, Beast, Tentacle, Breath
 * Passive: Slime Strike 20%, Metabolism Up, Null Damage <= 100, Res Phys 50%, Null Bio/Poi/Sli

Learned Skills and Abilities
 * lvl 2: Ecstasy Slime - Slime Skill (Pleasure 580% Dex), Target: Foe, Effect: Slimed/Trance (75%)
 * lvl 3: Defense +20% - Defense Ability (Increase Defense by 20%.)
 * lvl 3: Resist Slimed - Defense Ability (Nullify attempts to inflict Slimed 50% of the time.)
 * lvl 4: Slug Drain - Special Skill (Pleasure 400% ^ of Att, Dex), Target: Foe, Effect: Slimed (75%), HP Drain 50%
 * lvl 5: Slimed Strike 10% - Job Ability (Normal attack inflicts Slimed 10% of the time.)
 * lvl 6: Soft Body - Special Skill, Target: User, Effect: Def Up, Null Damage <= 200 (4 turns)
 * lvl 7: Slime Counter - Combat Ability (Pleasure 200% Dex), Target: Foe, Effect: Slimed (50%)
 * lvl 8: Digestive Slime - Slime Skill (Pleasure 660% Dex), Target: Foe, Effect: Slimed/Digestion (75%)
 * lvl 9: Soft Body - Defense Ability (Nullify attacks of 200 damage or less.)
 * lvl 10: Sticky Hell - Slime Skill (Pleasure 660% Dex), Target: All Foes, Effect: Slimed (75%)

Monster Hunter
Prerequisites: Land-Dweller

A monster that is an expert at hunting other monsters. Skilled with a bow, they learn skills especially powerful against elves and humans, and are good with slayer skills. Though weak with magic, they can rely on their bow.
 * Equip: Clothes, Gi, Breastplates, Shells, Robes, Hats, Fancy Caps
 * Skills: Bow, Slime, Beast, Tentacle, Breath
 * Passive: Eva +10%, Metabolism Up, Nullify Ambush, Preemptive Strike Up, Endure, Slayer Boost 100%, Null Bio

Learned Skills and Abilities
 * lvl 2: Chaos Arrow - Bow Skill (Physical 84% Att+Dex), Target: 4 Random Foes
 * lvl 2: Shockwave Arrow - Bow Skill (Physical 264% Att+Dex), Target: Foe, Effect: Elf Killer, +
 * lvl 3: Dexterity +10% - Job Ability (Increase Dexterity by 10%.)
 * lvl 3: City Strength - Special ability (+20% to all stats while in a town.)
 * lvl 4: Nullify Ambush - Special Ability (Nullify ambushes from enemies.)
 * lvl 5: Resist Mini - Defense Ability (Nullify attempts to inflict Mini 50% of the time.)
 * lvl 6: Hunter-Killer Sniper - Bow Skill (Physical 228% Att+Dex), Target: Foe, Effect: Human/Elf Killer
 * lvl 7: Human Slayer - Combat Ability (Normal attack deals +50% damage to Humans.)
 * lvl 7: Elf Slayer - Combat Ability (Normal attack deals +50% damage to Elves.)
 * lvl 8: Endure - Defense Ability (Once per battles, if above 30% HP, survive a lethal blow with 1 HP.)
 * lvl 9: Slayer Booster 15% - Combat Ability (Species Slayer attacks deal +15% damage.)
 * lvl 10: Flare Trap - Bow Skill (Fire 408% Att+Dex), Target: Foe, Effect: Burn (75%)

Sea Leech
Prerequisites: Sea-Dweller

A sea-dweller that makes the ocean their home. They can mow down foes with their tentacles, and call forth tsunamis with magic power. They have a durable body, and most stats are above average.
 * Equip: Breastplates, Shells, Robes, Fancy Caps, Bucklers
 * Skills: Ocean, Tentacle
 * Passive: Sea Strength, Null Water

Learned Skills and Abilities
 * lvl 2: Tentacle Hammer - Tentacle (400%*2 ^ of Att, Dex), Target: Foe, Effect: +
 * lvl 3: Dark Fog - Tentacle Skill (480% ^ of Att, Dex), Target: All Foes, Effect: Blind (75%)
 * lvl 3: HP +20% - Combat Ability
 * lvl 4: Melty Wash - Ocean (Pleasure 660% ^ of Mag, Dex), Target: Foe, Effect: Slimed (75%), Trance (50%)
 * lvl 5: Tentacle Bind - Tentacle Skill (580% ^ of Att, Dex), Target: All Foes, Effect: Bind (75%)
 * lvl 6: Aphrodisiac Tentacle - Tentacle (580% ^ of Att, Dex), Target: Foe, Effect: Horny/Trance (75%)
 * lvl 7: Super Sea Strength - Special Ability
 * lvl 8: Chaotic Tentacle Caress - Tentacle (Pleasure 300% ^ of Att, Dex), Target: 3 Random Foes, Effect: Slimed (75%)
 * lvl 9: Water Booster 15% - Magic Ability
 * lvl 10: Tsunami - Nature Skill (Water 500% ^ of Mag,Will), Target: All Foes

Deep-Sea Leech
Prerequisites: Sea-Dweller

A sea-dweller adapted well to life in the deep-sea. They can paralyze with their tentacles, and can drown foes in ecstasy. They can also unleash electric currents to zap foes. Their body is far stronger than normal, in order to endure the pressure of the deep-sea.
 * Equip: Breastplates, Shells, Robes, Fancy Caps, Bucklers
 * Skills: Ocean, Tentacle
 * Passive: Sea Strength, Deep Sea Strength, Res Phys 75%, Null Water/Blind

Learned Skills and Abilities
 * lvl 2: Paralyzing Tentacle - Tentacle Skill (480% ^ of Att, Dex), Target: Foe, Effect: Paralysis (75%)
 * lvl 3: Resist Blind - Defense Ability (Nullify attempts to inflict Blind 50% of the time.)
 * lvl 3: Defense +20% - Defense Ability (Increase Defense by 20%.)
 * lvl 4: Aqua-Electric Discharge - Ocean (Lightning 580% ^ of Mag, Dex), Target: All Foes, Effect: Shock (50%)
 * lvl 5: Resist Water 50% - Defense Ability (Reduce Water damage taken to 50% of normal.)
 * lvl 6: Mermaid Slayer - Combat Ability
 * lvl 6: Sea-Dweller Slayer - Combat Ability
 * lvl 7: Deep Sea Strength - Special Ability
 * lvl 8: Tsunami - Nature Skill (Water 500% ^ of Mag,Will), Target: All Foes
 * lvl 9: Tentacle Booster 15% - Special Ability
 * lvl 10: Tentacle Raid - Tentacle (660% ^ of Att, Dex), Target: All Foes, Effect: +

Sea Palace Maiko
Prerequisites: Sea-Dweller

Beautiful idol of the sea that serves in the sea palace. Learns various songs and dances to serve the master of the sea palace. They also learn special fan skills that summon water. With low stats aside from dexterity, they must be used tactically.
 * Equip: Breastplates, Shells, Robes, Skimpy, Magic Hats, Fancy Caps, Bucklers
 * Skills: Dancing, Singing, Sexcraft, Ocean, Tentacle
 * Passive: Sea Strength,Eva/Mag Eva +10%, Null Water/Sonic, Res Pleasure/Sli/Hor/Tra/Sed/Inc 75%, Fan Booster 20%

Learned Skills and Abilities
 * lvl 2: Strange Dance - Dancing (Physical/Magical 10% Mag+Dex), Target: Foe, Effect: MP Drain 100%
 * lvl 2: Wave Fan - Fan Skill (228% Dex+Agi), Target: All Foes, Effect: +
 * lvl 3: Whirlpool Song - Singing (Water 380% Dex), Target: All Foes, Effect: Sleep (75%)
 * lvl 3: Dexterity +20% - Job Ability
 * lvl 4: Song of Life - Singing, Target: All Allies, Effect: 10% HP Regen (for 10 turns)
 * lvl 4: Ripple Dance - Dancing (Water 380% Dex), Target: All Foes, Effect: Sleep (75%)
 * lvl 5: Muddy Stream Fan - Fans (Earth 228% Dex+Agi), Target: All Foes, Effect: +
 * lvl 6: Bullseye Song - Singing, Target: All Allies, Effect: Hit Rate Up 200%
 * lvl 7: Time Warp Dance - Dancing, Target: All Foes, Effect: Slow/Stop (50%)
 * lvl 8: Snow Fan - Fans (Ice 264% Dex+Agi) Target: Foe, Effect: +
 * lvl 9: Sexy Dance - Dancing, Target: All Foes, Effect: Horny/Trance (75%)
 * lvl 9: Dragon Pulse Song - Singing, Target: All Allies, Effect: Wind/Earth/Water Absorb
 * lvl 10: Dragon Palace Dance - Dancing, Target: All Foes, Effect: All Element Weak (75%)

Dark Insect
Prerequisites: Insect

An insect with an incredibly strong exoskeleton. Learns several skills to strike with sickle-like claws and stingers. They can also vibrate their exoskeleton to strike groups with sonic waves. Though weak with magic, their physical strength is high and they are extremely resistant to all attacks.
 * Equip: Shells, Hats, Fancy Caps
 * Skills: Insect
 * Passive: Ultimate Defense, Desert Strength, Res Fire/Ice/Lightning 50%

Learned Skills and Abilities
 * lvl 2: Thousand Stings - Insect Skill (Physical 580% ^ of Att, Def), Target: Foe, Effect: Poison/Paralysis (75%), +
 * lvl 3: Defense +20% - Defense Ability (Increase Defense by 20%.)
 * lvl 4: Scales of Ecstasy - Insect Skill, Target: All Foes, Effect: Trance (75%)
 * lvl 5: Petra Tail - Insect Skill (Pleasure 660% ^ of Dex, Def), Target: Foe, Effect: HP Drain 50%
 * lvl 6: Hercules Shell - Insect Skill (Physical 580% ^ of Att, Def), Target: Foe, Effect: Self Damage
 * lvl 7: Ultimate Defense - Defense Ability (Defense reduces damage taken to 5%)
 * lvl 8: Twin Sickle - Insect Skill (Physical 400%^2 ^ of Att, Def), Target: Foe, Effect: +
 * lvl 9: Insect Booster 15% - Special Ability
 * lvl 10: Vibration Wave - Insect Skill (Sonic 660% ^ of Att, Def), Target: All Foes, Effect: Confusion (50%)

Legion
Prerequisites: Insect

A type of insect that works as a group, like a bee or ant. Learns skills to attack as a group, and can use their stinger or martial arts. Has weaker defense than other insects, but can equip better armor.
 * Equip: Breastplates, Shells, Hats, Fancy Caps
 * Skills: Unarmed, Insect
 * Passive: Desert Strength, Ultimate Defense, Res Fire/Ice/Lightning 50%

Learned Skills and Abilities
 * lvl 2: Pressure Point - Unarmed Skill (Physical 120% Att+Agi), Target: Foe, Effect: Death (50%)
 * lvl 2: Pheromone Needle - Insect Skill (Physical 580% ^ of Att, Def), Target: Foe, Effect: Seduction (75%), +
 * lvl 3: Agility +20% - Job Ability
 * lvl 3: Resist Paralysis - Defense Ability
 * lvl 4: Roundhouse - Unarmed Skill (Physical 144% Att+Agi), Target: All Foes
 * lvl 4: Group Strike - Insect Skill (Physical 260% ^ of Att ,Def), Target: 3 Random Foes
 * lvl 5: Paralysis Strike 10% - Job Ability
 * lvl 6: Fist Thrust - Unarmed Skill (Physical 216% Att+Agi), Target: Foe, Effect: +
 * lvl 6: Honey Paizuri - Insect Skill (Pleasure 580% ^ of Dex, Def), Target: Foe, Effect: Slimed/Trance (50%)
 * lvl 7: Wild Vital Strike - Unarmed Skill (Physical 120% Att+Agi), Target: 3 Random Foes
 * lvl 8: Group Defense - Insect Skill, Target: User, Effect: Nullify 2 Hits
 * lvl 9: Tri Fist - Unarmed Skill (Physical 120%*3 Att+Agi), Target: Foe, Effect: +
 * lvl 10: Group Action - Insect Skill, Target: User, Effect: *3 Normal Attacks, *2 Insect skills (4 turns)

Arachne
Prerequisites: Magician, Insect

An insect subspecies that is like a spider. Has high magic power, and can manipulate time with a natural talent for time magic. Can also spin silk from their abdomen to bind and attack foes.
 * Equip: Clothes, Breastplates, Robes, Dresses, Skimpy, Hats, Magic Hats, Fancy Caps
 * Skills: Time Magic, Insect
 * Passive: Mag Eva +10%, Res Fire/Ice/Lightning 50%, Res Most Status 50%, Null Bin/Slo/Sto

Learned Skills and Abilities
 * lvl 2: Slow - Time Magic, Target: Foe, Effect: Slow (75%)
 * lvl 2: Sticky Thread - Insect Skill (Pleasure 480% ^ of Dex, Def), Target: Foe, Effect: Bind/Slimed (75%)
 * lvl 2: Spider's Meal - Insect Skill, Target: Foe, Effect: Predation (bound or digested foe)
 * lvl 3: Arachne Web - Insect Skill (Pleasure 580% ^ of Dex, Def), Target: Foe, Effect: Bind/Slimed (75%)
 * lvl 3: Magic +20% - Magic Ability
 * lvl 3: Willpower +20% - Defense Ability
 * lvl 4: Warp - Time Magic, Target: Party, Effect: Field Teleport
 * lvl 4: Teleport - Time Magic, Target: Party, Effect: Dungeon Escape
 * lvl 5: Light Magic - Magic Ability (All skills have 1/2 MP cost, but Magic is halved as well.)
 * lvl 6: Sticky Thread Caress - Insect Skill (Pleasure 660% ^ of Dex, Def), Target: Foe, Effect: Slimed (50%)
 * lvl 7: Slow Strike 10% - Job Ability
 * lvl 7: Stop Strike 10% - Job Ability
 * lvl 8: Stop - Time Magic, Target: Foe, Effect: Stop (75%)
 * lvl 9: Fossil - Time Magic, Target: Foe, Effect: Petrify (75%)
 * lvl 10: Eight Leg Strike - Insect Skill (260% ^ of Dex, Def), Target: 4 Random Foes

High Alraune
Prerequisites: Alraune

An alraune with a gentle heart that has strengthened their healing power. Their ivy is a powerful weapon, able to lash and restrain foes, and they can heal allies with honey. Though not great at combat, they are perfectly suited as healers.
 * Equip: Gi, Breastplates, Robes, Hats, Magic Hats, Fancy Caps, Bucklers
 * Skills: Whip, White Magic, Plant
 * Passive: Poison/Confuse/Paralyze Strike 5%, Medicine Lore II, Whip Booster +20%, Heal Booster +50%, Res Asc 25%, Res Dea/Cli/Bli/Con/Sle/Par/Sli/Hor/Tra/Sed/Inc 50%

Learned Skills and Abilities
 * lvl 2: Binding Vines - Plant Skill (Pleasure 480% ^ of Att,Dex), Target: All Foes, Effect: Bind (75%)
 * lvl 3: Willpower +20% - Defense Ability
 * lvl 4: Dispel - White Magic, Target: Foe, Effect: Dispel (Removes positive effects from an enemy.)
 * lvl 4: Flower Fragrance - Plant Skill, Target: All Foes, Effect: Sleep (75%)
 * lvl 5: Honey of Blessing - Plant Skill (300% Will), Target: Ally, Effect: HP Recovery, Cure Status
 * lvl 6: Mega Heal - White Magic (Magical 300% Will), Target: Ally, Effect: HP Recovery
 * lvl 6: Ivy Drain - Plant Skill (Pleasure 580% ^ of Dex, Mag), Target: Foe, Effect: Bind (50%), HP Drain (50%)
 * lvl 7: Lightning Lash - Whip Skill (Lightning 264% Att+Dex), Target: Foe, Effect: Bind/Shock (50%), +
 * lvl 8: Sweeping Ivy Strike - Plant Skill (Physical 580% ^ of Att, Dex), Target: All Foes, Effect: +
 * lvl 8: Medicine Lore II - Special ability
 * lvl 9: Plant Booster 15% - Special Ability
 * lvl 10: Draining Rose - Plant Skill (Pleasure 660% ^ of Dex, Mag), Target: Foe, Effect: HP Drain 50%

War Alraune
Prerequisites: Alraune

A wicked alraune with a dark mind. They learn skills to drain energy and cripple foes with toxic spores. They also learn powerful whip skills, and are better suited to combat than most alraune.
 * Equip: Gi, Breastplates, Robes, Hats, Magic Hats, Fancy Caps, Bucklers
 * Skills: Whip, Black Magic, Plant
 * Passive: Poison/Confuse/Paralyze Strike 7%, Whip Booster +20%, Pollen Success Up +50%, Res Dea 25%, Res Asc/Cli/Bli/Con/Sle/Par/Sli/Hor/Tra/Sed/Inc 50%

Learned Skills and Abilities
 * lvl 2: Mega Fire - Black Magic (Fire 400% Mag), Target: All Foes
 * lvl 2: Mega Blizzard - Black Magic (Ice 400% Mag), Target: All Foes
 * lvl 2: Mega Thunder - Black Magic (Lightning 400% Mag), Target: All Foes
 * lvl 2: Thorn Shot - Plant Skill (290% ^ of Att, Dex), Target: All Foes, Effect: +
 * lvl 3: Resist Poison - Defense Ability
 * lvl 3: Resist Confusion - Defense Ability
 * lvl 3: Magic +20% - Magic Ability
 * lvl 4: Sleep Pollen - Plant Skill, Target: All Foes, Effect: Sleep (75%)
 * lvl 5: Magic Charge - Special Skill, Target: User, Effect: Magic Up, Doubles magic for following turn
 * lvl 5: Poison Strike 10% - Job Ability
 * lvl 6: Confuse Strike 10% - Job Ability
 * lvl 7: Demon Waltz - Whip Skill (264% Att+Dex), Target: All Foes, Effect: Confusion/Sleep/Paralysis (25%), +
 * lvl 8: Resist Horny - Defense Ability (Nullify attempts to inflict Horny 50% of the time.)
 * lvl 9: Whip Booster 15% - Combat Ability
 * lvl 10: Funeral Flower - Plant Skill (Pleasure 1000% ^ of Dex, Mag), Target: Foe, Effect: Death (75%)

Carnivorous Flower
Prerequisites: Alraune

Alraune subspecies with the characteristics of insectivorous plants. They can dissolve foes and even eat them alive. They also learn special whip skills that partially digest foes. They have high attack power among alraunes, so they can do well in combat.
 * Equip: Gi, Breastplate, Robes, Hats, Magic Hats, Fancy Caps, Bucklers
 * Skills: Whip, Slime, Plant
 * Passive: Digestion/Trance Strike 10%, Whip Booster +20%, Null Dig, Res Dea/Asc/Cli/Bli/Con/Sle/Par/Sli/Hor/Tra/Sed/Inc 50%

Learned Skills and Abilities
 * lvl 2: Dissolving Liquid - Slime Skill (Pleasure 400% Dex), Target: Foe, Effect: Slimed/Digestion (75%)
 * lvl 2: Melty Ivy - Plant Skill (Pleasure 580% ^ of Dex, Mag), Target: All Foes, Effect: Digestion (75%)
 * lvl 3: Intoxicating Pitcher Plant - Plant Skill, Target: Foe, Effect: Predation (tranced or digested foes)
 * lvl 3: Attack +20% - Combat Ability
 * lvl 4: Ecstasy Slime - Slime Skill (Pleasure 580% Dex), Target: Foe, Effect: Slimed/Trance (75%)
 * lvl 5: Paralysis Strike 10% - Job Ability
 * lvl 6: Resist Paralysis - Defense Ability
 * lvl 6: Resist Trance - Defense Ability
 * lvl 7: Digestive Slime - Slime Skill (Pleasure 660% Dex), Target: Foe, Effect: Slimed/Digestion (75%)
 * lvl 8: Digestion Strike 10% - Job Ability (Normal attack inflicts Digestion 10% of the time.)
 * lvl 9: Resist Digestion - Defense Ability (Nullify attempts to inflict Digestion 50% of the time.)
 * lvl 10: Melting Whip - Whip Skill (120% Att+Dex), Target: 3 Random Foes, Effect: Digestion (75%), +

High Undead
Prerequisites: Zombie

A zombie that has grown even stronger. They still aren't very intelligent, and continue to rely on brute force. They can use the stronger toxins in their bodies for various attacks. While their attack power is great, they're very weak with and against magic.
 * Equip: Clothes, Breastplates, Armor, Heavy Armor, Hats, Helmets, Heavy Helmets
 * Skills: Club, Dancing, Corpse, Breath
 * Passive: Poison/Zombie Strike 10%, Res Pleasure/Sil/Con/Sle/Par/Dig 50%, Null Bio/Sonic/Dea/Poi/Zom, Res Cli/Sli/Hor/Tra/Sed/Inc 25%

Learned Skills and Abilities
 * lvl 2: Poison Embrace - Corpse Skill (Physical 580% Att), Target: Foe, Effect: Bind/Poison (75%)
 * lvl 3: Zombie Strike 10% - Job Ability
 * lvl 3: HP +20% - Combat Ability
 * lvl 4: Immoral Electro Massage - Corpse Skill (Pleasure 580% ^ of Att, Dex), Target: Foe, Effect: Paralysis (50%)
 * lvl 4: Attack +20% - Combat Ability
 * lvl 5: Strange Dance - Dancing (Physical/Magical 10% Mag+Dex), Target: Foe, Effect: MP Drain 100%
 * lvl 5: Critical Hammer - Club Skill (Physical 440% Att), Target: Foe, Effect: Confusion (50%)
 * lvl 6: Human Slayer - Combat Ability
 * lvl 7: Resist Bio 50% - Defense Ability
 * lvl 8: Curse Dance - Dancing, Target: All Foes, Effect: Poison/Blind/Silence (75%)
 * lvl 8: Necrotic Fang - Corpse Skill (Bio 660%*2 Att), Target: Foe, Effect: Zombie/Poison (75%)
 * lvl 9: Grand Slide - Club Skill (Physical 440% Att), Target: All Foes
 * lvl 9: Corpse Booster 15% - Special Ability
 * lvl 10: Freezing Breath - Breath Skill (Ice 660% ^ of Att,Mag,Dex), Target: All Foes

Mummy
Prerequisites: Zombie

A special type of undead wrapped in cursed bandages. Has much stronger magical power than a zombie, and can control their bandages to bind foes. Because of their high magical power, they are well suited as casters.
 * Equip: Clothes, Breastplates, Armor, Robes, Hats, Helmets, Magic Hats
 * Skills: Clubs, Black Magic, Demon Arts, Corpse
 * Passive: Mini/Petrify Strike 5%, Mag Eva +10%, Res Pleasure/Con/Sle/Par/Fre/Sho/Slo/Sto/Dig/Stu 50%, Null Bio/Sonic/Dea/Poi/Bli/Sil/Min/Zom/Pet, Res Cli/Sli/Hor/Tra/Sed/Inc 25%

Learned Skills and Abilities
 * lvl 2: Mega Fire - Black Magic (Fire 400% Mag), Target: All Foes
 * lvl 2: Mega Blizzard - Black Magic (Ice 400% Mag), Target: All Foes
 * lvl 2: Mega Thunder - Black Magic (Lightning 400% Mag), Target: All Foes
 * lvl 2: Bandage Strike - Corpse Skill (290% ^ of Att, Mag), Target: Foe, Effect: Zombie (50%), +
 * lvl 3: MP +20% - Magic Ability
 * lvl 3: Magic +20% - Magic Ability
 * lvl 4: Resist Debuff - Defense Ability
 * lvl 4: Resist Petrify - Defense Ability (Nullify attempts to inflict Petrify 50% of the time.)
 * lvl 5: Cursed Club - Club Skill (190% Att+Mag), Target: Foe, Effect: Petrify/Death (25%)
 * lvl 5: Mini Strike 10% - Job Ability
 * lvl 6: Death - Black Magic, Target: Foe, Effect: Death (75%)
 * lvl 6: Mummy Bandage - Corpse Skill (Pleasure 580% ^ of Dex, Mag), Target: Foe, Effect; Bind (75%)
 * lvl 7: Petrify Strike 10% - Job Ability (Normal attack inflicts Petrify 10% of the time.)
 * lvl 8: Drain - Black Magic (Magical 300% Mag), Target: Foe, Effect: HP Drain 50%
 * lvl 8: Soul Chilling Gale - Demon Arts (Ice/Wind 660% ^ of Att, Mag), Target: All Foes
 * lvl 9: MP Regen 2% - Special Ability (Regen 2% of Max MP per turn.)
 * lvl 10: Pharaoh's Curse - Corpse Skill (Bio 660% ^ of Mag, Dex), Target: Foe, Effect: Mini/Petrify (50%)

Zombie Doctor
Prerequisites: Diploma, Medical License, Zombie

A mad doctor that has revived as a living corpse. Their knowledge of toxins lets them scatter poison on the battlefield or inject a zombification virus into foes. They have low stats, but are good in a support or healing role.
 * Equip: Clothes, Breastplates, Armor, Robes, Hats, Helmets, Magic Hats
 * Skills: Magic Science, Alchemy, Medicine, Corpse
 * Passive: Poison/Zombie Strike 15%, Res Pleasure 50%, Null Bio/Sonic/Dea/Poi/Zom/Cli/Sli/Hor/Tra/Sed/Inc, Res Bli/Sil/Con/Sle/Par/Dig 25%

Learned Skills and Abilities
 * lvl 2: First Aid - Medicine (Physical 300% Dex), Target: Ally, Effect: HP Recovery
 * lvl 2: Bionic Scalpel - Medicine Skill (156% Att+Dex), Target: Foe, Effect: Zombie Killer, +
 * lvl 3: Dexterity +20% - Job Ability
 * lvl 3: Resist Zombie - Defense Ability (Nullify attempts to inflict Zombie 50% of the time.)
 * lvl 3: Freezing Reaction - Magic Science (Ice 400% ^ of Mag, Dex), Target: All Foes
 * lvl 4: Poison Gas Dispersion - Medicine Skill (Bio 228% Att+Dex), Target: All Foes, Effect: Poison (75%)
 * lvl 5: Group Therapy - Medicine (Physical 300% Dex), Target: All Allies, Effect: HP Recovery
 * lvl 5: Final Bio Weapon - Job Ability (On Death, [760% Dex] Target: All Foes, Effect: Various Ailments)
 * lvl 6: Undead Rise - Medicine Skill, Target: Foe, Effect: Zombie (75%)
 * lvl 7: Bio Strike 10% - Combat Ability (Normal Attacks deal Bio Damage and gains a 10% chance to poison)
 * lvl 8: Anaphylaxis - Medicine Skill, Target: All Foes, Effect: Death (Poisoned Targets)
 * lvl 9: Bio Booster 15% - Magic Ability
 * lvl 10: Phase Transition - Magic Science (Ice 600% ^ of Mag, Dex), Target: All Foes
 * lvl 10: Almagest - Magic Science Skill (Dark 660% ^ of Mag, Dex), Target: All Foes

Evil Mist
Prerequisites: Ghost

Powerful ghost formed of highly concentrated dark magic. Can burn foes with dark magic or reap them with scythe skills. They can use lewd skills to drain life from entire groups of foes as well.
 * Equip: Robes, Magic Hats
 * Skills: Scythe, Black Magic, Corpse
 * Passive: Death Strike 10%, Magic Reflection 30%, Eva +30%, Scythe Booster 20%, Res Dark 75%,Res Phys/Pleasure 50%, Null Bio/Dea/Poi/Bli/Par/Min/Zom/Pet/Dig, Res Cli/Bin/Sli/Hor/Tra/Sed/Inc 25%

Learned Skills and Abilities
 * lvl 2: Ghost Lips - Corpse Skill (Pleasure 580% ^ of Dex ,Mag), Target: Foe, Effect: Trance (50%), HP Drain (50%)
 * lvl 3: Drain - Black Magic (Magical 300% Mag), Target: Foe, Effect: HP Drain 50%
 * lvl 3: Magic +20% - Magic Ability
 * lvl 4: Evil Fear - Corpse Skill (Fire 580% ^ of Mag, Dex), Target: All Foes
 * lvl 5: Death Strike 10% - Job Ability
 * lvl 6: Frost - Black Magic (Ice 600% Mag), Target: Foe
 * lvl 6: Possession - Corpse Skill, Target: Foe, Effect: Death (75%)
 * lvl 7: Scythe of Confusion - Scythe Skill, Target: All Foes, Effect: Confusion (75%)
 * lvl 8: Four Shadow Scythe - Scythe Skill (160% ^ Att,Mag), Target: 4 Random Foes, Effect: +
 * lvl 9: Death - Black Magic, Target: Foe, Effect: Death (75%)
 * lvl 9: Scythe Booster 15% - Combat Ability
 * lvl 10: Mana Drain Strike - Combat Ability (Normal attacks drain MP equal to 20% damage done)

Grimoire
Prerequisites: Ghost

Subspecies of ghost that possesses a book. Learns versatile grimoire skills, and can fuel them with pages formed from their own body. Works well as a caster, but oddly has high defense and low willpower.
 * Equip: Robes, Magic Hats
 * Skills: Alchemy, Grimoire, Corpse
 * Passive: Eva +20%,Null Bio/Dea/Poi/Bli/Par/Min/Zom/Pet/Dig, Res Cli/Bin/Sli/Hor/Tra/Sed/Inc 25%

Learned Skills and Abilities
 * lvl 2: Page 333 of Tri-Magic - Grimoire Skill (Fire/Lightning/Magic 660%), Target: All Foes
 * lvl 3: Magic Reflection +30% - Defense Ability (Increase Magical Reflection rate by 30%.)
 * lvl 4: Page 96 of Weakness - Grimoire Skill, Target: All Foes, Effect: All Stats Down
 * lvl 5: Page 256 of Strong Arm - Grimoire Skill (1000% Mag), Target: Foe
 * lvl 6: Light Magic - Magic Ability (All skills have 1/2 MP cost, but Magic is halved as well.)
 * lvl 7: Page 48 of Insanity - Grimoire Skill, Target: All Foes, Effect: Confusion (75%)
 * lvl 8: Page 512 of Tentacle - Grimoire Skill (Pleasure 660% Mag), Target: All Foes, Effect: Bind (50%)
 * lvl 9: Page 777 of Healing - Grimoire (Magical 300% Will), Target: All Allies, Effect: HP Recovery
 * lvl 9: Page 111 of Invigoration - Grimoire Skill, Target: All Allies, Effect: 50% SP Recovery
 * lvl 10: Page Creation - Grimoire Skill, Effect: Acquire 3 Magic Book Pages

Mimic
Prerequisites: Ghost

A ghost that possesses a treasure chest. Attacks with fangs and slime, and can partially digest foes and swallow them whole. Has high defense for a ghost monster.
 * Equip: Robes, Magic Hats
 * Skills: Black Magic, Slime, Corpse
 * Passive: Death Strike 20%, Cave Strength, Preemptive Surprise Box, Res Phys/Dark 75%, Res Bin/Sli/Hor/Tra/Sed/Inc 25%, Null Dea/Cli/Asc/Poi/Bli/Par/Min/Zom/Pet/Dig

Learned Skills and Abilities
 * lvl 2: Dissolving Liquid - Slime Skill (Pleasure 400% Dex), Target: Foe, Effect: Slimed (75%)/Digestion (50%)
 * lvl 2: Mimic Boa - Corpse Skill, Target: Foe, Effect: Predation (stunned foes)
 * lvl 3: Death - Black Magic, Target: Foe, Effect: Death (75%)
 * lvl 3: Surprise Box - Corpse Skill, Target: All Foes, Effect: Stun (75%)
 * lvl 4: Defense +20% - Defense Ability (Increase Defense by 20%.)
 * lvl 5: Digestive Slime - Slime Skill (Pleasure 660% Dex), Target: Foe, Effect: Slimed/Digestion (75%)
 * lvl 6: Necrotic Fang - Corpse Skill (Bio 660%*2 Att), Target: Foe, Effect: Zombie/Poison (75%)
 * lvl 7: Hide - Special Ability
 * lvl 8: Cave Strength - Special Ability (+20% to all stats while in a cave.)
 * lvl 9: Corpse Booster 15% - Special Ability
 * lvl 10: Sticky Hell - Slime Skill (Pleasure 660% Dex), Target: All Foes, Effect: Slimed (75%)

Evilmaton
Prerequisites: Doll

A doll that has gained strong spiritual power. Can attack with internal weaponry or use their hair to drain energy from foes. Though their stats are average, they have a variety of useful skills.
 * Equip: Clothes, Robes, Dresses, Skimpy, Hats, Fancy Caps, Bucklers
 * Skills: Service, Demon Arts, Artificial
 * Passive: Res Fire/Ice/Lightning/Bin/Stun 75%, Res Pleasure 50%,Null Bio/Sonic/Most Status

Learned Skills and Abilities
 * lvl 2: Heat Smash - Artificial Skill (Fire 580% ^ of Att, Dex), Target: Foe
 * lvl 3: Ice Smash - Artificial Skill (Ice 290% ^ of Att, Dex), Target: Foe
 * lvl 4: Dexterity +20% - Job Ability
 * lvl 5: Lewd Draining Hair - Demon Arts (Pleasure 580% Dex), Target: Foe, Effect: HP Drain 50%
 * lvl 6: Drill Arts - Artificial Skill (Physical 580% ^ of Att, Dex), Target: All Foes, Effect: +
 * lvl 7: Play Program: Electric Massage - Service Skill (Pleasure 440% Dex), Target: Foe, Effect: Paralysis (75%)
 * lvl 8: Plate Booster 15% - Job Ability
 * lvl 9: Artificial Booster 15% - Special Ability
 * lvl 10: Dismantled Strike - Artificial Skill (240% ^ of Att, Dex), Target: 4 Random Foes, Effect: +

Vocaloid
Prerequisites: Doll

A doll made to entertain with songs. Can inflict various ailments on foes with songs or deal sonic damage. Is excellent in a supportive role, but not great for combat.
 * Equip: Clothes, Robes, Dresses, Skimpy, Hats, Fancy Caps
 * Skills: Singing, Service, Artificial
 * Passive: None

Learned Skills and Abilities
 * lvl 2: Hypno Symphony - Singing Skill, Target; All Foes, Effect: Sleep (75%)
 * lvl 3: Song of Life - Singing, Target: All Allies, Effect: 10% HP Regen (for 10 turns)
 * lvl 3: Evasion +20% - Defense Ability
 * lvl 4: Daisy Bell - Singing Skill, Target: All Allies, Effect: Elemental Damage Up
 * lvl 5: Mysterious Sound Wave - Artificial Skill, Target: All Foes, Effect: Sonic Weak (100%)
 * lvl 6: Vocaloid Blow Job - Artificial Skill (Pleasure 580% Dex) Target: Foe
 * lvl 7: Song of Energy - Singing, Target: All Allies, Effect: 10% SP Regen (for 10 turns)
 * lvl 7: Sonic Strike - Combat Ability
 * lvl 8: Sound Impact - Singing Skill (Sonic 380% Dex), Target: All Foes
 * lvl 9: Skill Use: Singing - Job Ability
 * lvl 10: Thanatos Serenade - Singing Skill, Target: All Foes, Effect: Death (75%)

Golem
Prerequisites: Golem Symbol, Doll

Giant doll-like creature manufactured via magic science. Has a durable body made of stone or metal, and has tremendous physical strength. Learns several skills that make great use of its massive body.


 * Equip: Clothes, Breastplates, Heavy Armor, Helmets, Fancy Caps
 * Skills: Artificial
 * Passive: Endure, Res Phys/Fire/Ice/Lightning/Bin/Stun 75%, Res Pleasure 50%,Null Bio/Sonic/Most Status

Learned Skills and Abilities
 * lvl 2: Trample - Special Skill (Physical 660% Att), Target: Foe
 * lvl 3: HP +20% - Combat Ability
 * lvl 4: Resist Earth 50% - Defense Ability (Reduce Earth damage taken to 50% of normal.)
 * lvl 5: Ice Missile - Artificial Skill (Ice 660% Dex), Target: Foe
 * lvl 6: Attack +20% - Combat Ability
 * lvl 6: Defense +20% - Defense Ability (Increase Defense by 20%.)
 * lvl 7: Power Replenishment - Artificial Skill (Pleasure 580% ^ of Att, Dex), Target: Foe, Effect: Bind (50%), HP Drain (50%)
 * lvl 8: Resist Petrify - Defense Ability (Nullify attempts to inflict Petrify 50% of the time.)
 * lvl 9: Endure - Defense Ability (Once per battle, if above 30% HP, survive a lethal blow with 1 HP.)
 * lvl 10: Throw Boulder - Special Skill (Physical 580% Att), Target: All Foes

Lowly Apoptosis
Prerequisites: Apoptosis Dogma, Doll

Anomalous entity that appears in Tartarus Rifts. Their true nature is unknown, and it's uncertain if they're even a living creature. They can use makina, as well as dark magic. They have high stats and incredible elemental and ailment resistance.
 * Equip: Clothes, Breastplates, Shells, Robes, Dresses, Skimpy, Hats, Fancy Caps, Helmets, Bucklers, Shields
 * Skills: Guns, Time Magic, Dark, Makina, Artificial
 * Passive: Res Fire/Ice/Lightning 75%,Res Pleasure/Stun 50%, Null Bio/Sonic/Almost All Status

Learned Skills and Abilities
 * lvl 2: Necrosis - Dark Skill (Holy/Dark[/Demise?] 660% ^ Att,Mag), Target: Foe
 * lvl 3: Magic Evasion +20% - Defense Ability
 * lvl 4: Environmental Damage 50% - Special Ability (Halves damage taken while moving in poison swamps/barriers.)
 * lvl 5: Resist Pleasure 75% - Defense Ability
 * lvl 6: Beam Scythe - Makina Skill (200% Dex), Target: 5 Random Foes, Effect: Ignore Def
 * lvl 7: Resist All Status - Defense Ability (Nullify All Negative Status Effects 50% of the time)
 * lvl 8: Double Attack - Combat Ability
 * lvl 9: Normal Attack Booster 15% - Combat Ability
 * lvl 10: Black Hole - Time Magic (Dark 1000% Mag), Target: All Foes

Tri-Chimera
Prerequisites: Chimera

A stronger chimera formed from multiple powerful monsters. It has a strong body and powerful breath attacks, and can assimilate foes into its body. Has overall high stats, and can take an active role in combat.
 * Equip: Breastplates, Shells, Skimpy, Hats, Helmets, Bucklers, Shields
 * Skills: Beast, Artificial, Breath
 * Passive: Res Fire/Ice/Lightning/Bio/Sonic/Bin 75%, Res Most Status 50%, Null Poi

Learned Skills and Abilities
 * lvl 2: Roar - Beast Skill, Target: All Foes, Effect: Stun (75%)
 * lvl 2: Bio Breath - Breath Skill (Bio 580% ^ Att,Mag,Dex) Target: All Foes, Effect; Poison (75%)
 * lvl 3: HP +20% - Combat Ability
 * lvl 4: Genetic Assimilation - Artificial Skill, Target: Foe, Effect: Predation (poisoned foes)
 * lvl 5: Freezing Breath - Breath Skill (Ice 660% ^ Att,Mag,Dex), Target: All Foes
 * lvl 5: Attack +20% - Combat Ability
 * lvl 6: Double Paizuri - Artificial Skill (Pleasure 580% ^ of Dex, Agi) Target: Foe, Effect: Trance (50%)
 * lvl 7: Genetic Awakening - Artificial Skill, Target: User, Effect: All Monster Skills Usable
 * lvl 8: Soft Body - Defense Ability (Nullify attacks of 200 damage or less.)
 * lvl 9: Inferno Breath - Breath Skill (Fire 1000% ^ Att,Mag,Dex), Target: All Foes
 * lvl 9: Breath Booster 15% - Special Ability
 * lvl 10: Triple Breath - Breath Skill (Fire/Lightning/Ice 760% ^ Att,Dex,Mag), Target: All Foes, Effect: Burn/Freeze/Shock (25%)

Magical Chimera
Prerequisites: Chimera

A chimera with yoma genes that grant it greater magical power. Can use various types of magic, including summoning magic. They are great in combat, and while focusing on magic they don't slouch in their other stats either.
 * Equip: Breastplates, Shells, Robes, Skimpy, Hats, Helmets, Magic Hats, Bucklers, Shields
 * Skills: White Magic, Black Magic, Summoning, Demon Arts, Artificial, Breath
 * Passive: Res Fire/Ice/Lightning/Bio/Sonic/Bin 75%, Res Most Status 50%, Null Poi

Learned Skills and Abilities
 * lvl 2: Blaze - Black Magic (Fire 600% Mag), Target: Foe
 * lvl 2: Frost - Black Magic (Ice 600% Mag), Target: Foe
 * lvl 2: Spark - Black Magic (Lightning 600% Mag), Target: Foe
 * lvl 2: Mega Heal - White Magic (Magical 300% Will), Target: Ally, Effect: HP Recovery
 * lvl 3: MP +20% - Magic Ability
 * lvl 3: Magic +20% - Magic Ability
 * lvl 4: Dragon - Summoning (Fire 1000% Mag), Target: All Foes
 * lvl 4: Light Magic - Magic Ability
 * lvl 5: Flare Rondo - Demon Arts (Fire 660% ^ of Mag, Agi), Target: All Foes
 * lvl 6: Soul Chilling Gale - Demon Arts (Ice/Wind 660% ^ of Att, Mag), Target: All Foes
 * lvl 7: Demonic Lightning - Demon Arts (Lightning 660% ^ of Mag, Dex), Target: All Foes
 * lvl 8: Sagittarius - Demon Arts (Holy 760% ^ of Mag, Will), Target: Foe
 * lvl 8: Magic Converter - Magic Ability
 * lvl 9: Magic Curtain - White Magic, Target: Ally, Effect: Damage > MP Conversion
 * lvl 10: Pulse Field - Artificial Skill (Lightning 1000% ^ of Mag, Dex) Target: All Foes

Chimeraroid
Prerequisites: Chimera

A special chimera merged with mechanical body parts. Can destroy foes with integrated weaponry or overwhelming heat. Has self restoration functions, and high combat ability. Has excellent physical stats, but weak magic and willpower.
 * Equip: Breastplates, Shells, Skimpy, Hats, Helmets, Bucklers, Shields
 * Skills: Guns, Makina, Artificial
 * Passive: Res Pleasure/Fire/Ice 50%, Null Bio/Sonic/Most Status

Learned Skills and Abilities
 * lvl 2: Full Gatling - Gun Skill (Physical 180%*5 Dex), Target: Foe
 * lvl 3: Dexterity +20% - Job Ability
 * lvl 3: Resist Shock - Defense Ability
 * lvl 4: Freeze Ray - Artificial Skill (Ice 660% Dex) Target: Foe, Effect: Freeze (75%)
 * lvl 5: Shock Strike 10% - Job Ability
 * lvl 6: Plant Arm - Artificial Skill (Pleasure 660% ^ of Dex, Agi), Target: Foe, Effect: HP Drain (50%)
 * lvl 7: Complete Restoration - Artificial Skill, Target: User, Effect: 100% HP Recovery
 * lvl 8: Ignition Bit - Artificial Skill (Lightning 660% Dex) Target: All Foes
 * lvl 9: Gun Booster 15% - Combat Ability
 * lvl 9: Artificial Booster 15% - Special Ability
 * lvl 10: Shock Wave - Gun Skill (Lightning 680% Dex), Target: All Foes

High Angel
Prerequisites: Lowly Angel

A high ranking angel that rarely comes to the mortal realm. Uses powerful holy arts and sword skills to deliver judgment unto foes. Great at both attacking and healing, is a force to reckon with on the battlefield.
 * Equip: Clothes, Armor, Heavy Armor, Robes, Dresses, Skimpy, Hats, Helmets, Heavy Helmets, Magic Hats Fancy Caps, Bucklers, Shields, Heavy Shields
 * Skills: Dagger, Sword, Rapier, White Magic, Holy
 * Passive: Body of Grace, Eva/Mag Eva +10%, Res Fire/Ice/Lightning/Holy/Bio/Sonic 50%, Res/Null Most Status

Learned Skills and Abilities
 * lvl 2: Demon Slayer Dance - Sword Skill (160% Att) Target: 4 Random Foes, Effect: +
 * lvl 3: Willpower +20% - Defense Ability
 * lvl 3: Resist Holy 75% - Defense Ability
 * lvl 4: Dispel - White Magic, Target: Foe, Effect: Dispel (Removes positive effects from an enemy.)
 * lvl 4: Celestial Robe's Embrace - Holy Skill (Holy/Pleasure 660% ^ of Dex, Will) Target: Foe, Effect: Bind (50%)
 * lvl 5: Heaven - White Magic, Target: Foe, Effect: Ascension (75%)
 * lvl 5: Blade of Miracles - Sword Skill (300% Will), Target: Ally, Effect: HP Recovery
 * lvl 6: Demon Slaying Thunder - Holy Skill (Holy/Lightning 1000% ^ of Dex, Will), Target: Foe, Effect: Shock/Ascension (50%)
 * lvl 7: Nullify Ascension - Defense Ability
 * lvl 8: Garden of Earthly Delights - Holy Skill (Holy/Pleasure 660% ^ of Dex, Will) Target: All Foes, Effect: Seduction (50%)
 * lvl 9: Holy Booster 15% - Magic Ability
 * lvl 9: Body of Grace - Defense Ability (HP<20%, Nullify attacks that deal 300 damage or less)
 * lvl 10: Purifying Light - Holy Skill (Holy 1000% ^ of Dex, Will), Target: All Foes

Valkyrie
Prerequisites: Warrior, Lowly Angel

An angel of war that smites the foes of the goddess. Learns powerful holy arts to turn evil to dust with a single blow. They can also consume MP to gain a burst of SP.
 * Equip: Clothes, Armor, Heavy Armor, Robes, Dresses, Skimpy, Hats, Helmets, Heavy Helmets, Magic Hats, Fancy Caps, Bucklers, Shields, Heavy Shields
 * Skills: Dagger, Sword, Rapier, Spear, Holy, Spellblade
 * Passive: Body of Grace, Eva/Mag Eva +10%, Res Physical 75%, Res Fire/Ice/Lightning/Holy/Bio/Sonic 50%, Res/Null Most Status

Learned Skills and Abilities
 * lvl 2: Undead Slayer - Spear Skill (Physical 228% Att+Agi), Target: Foe, Effect: Zombie/Ghost Killer
 * lvl 2: Photon Lance - Spear Skill (Holy 264% Att+Agi), Target: Foe
 * lvl 3: Attack +20% - Combat Ability
 * lvl 3: SP +20% - Job Ability
 * lvl 4: Holy Spear Guard - Spear Skill, Target: All Allies, Effect: Def Up (Halves physical damage for 3 turns.)
 * lvl 4: Einherjar - Holy Skilly, Target: All Allies, Effect: Revive (100%), Berserk
 * lvl 5: Zombie Slayer - Combat Ability
 * lvl 6: Spiral Light Spear - Spear Skill (Holy 264% Att+Agi), Target: All Foes
 * lvl 7: Ghost Slayer - Combat Ability
 * lvl 8: Holy Spear Prayer - Spear Skill (Magical 150% Will), Target: Ally, Effect: HP Recovery
 * lvl 8: High Charge - Spear Skill, Target: User, Effect: 50% SP Recovery, +200 Speed
 * lvl 9: Spellblade Holy - Magic Swords, Target: User, Effect: Holy Strike (Add holy damage to your attacks and deal +25% holy damage for 10 turns.)
 * lvl 10: Sun Aerial - Spear Skill (Holy 108% Att+Agi), Target: 4 Random Foes

Cupid
Prerequisites: Lowly Angel

An angel of love that controls human lust and desire. Can use a bow to control a foe's heart or smite them with holy power. Also learns powerful healing skills.
 * Equip: Clothes, Gi, Armor, Robes, Dresses, Skimpy, Hats, Helmets, Magic Hats, Fancy Caps, Bucklers
 * Skills: Bow, White Magic, Black Magic, Holy, Sexcraft
 * Passive: Seduction Strike 10%, Body of Grace, Eva/Mag Eva +30%, Res Holy 50%, Res Fire/Ice/Lightning/Bio/Sonic 25%, Res/Null Most Status

Learned Skills and Abilities
 * lvl 2: Cupid's Arrow - Bow Skill (264% Att+Dex), Target: Foe, Effect: Seduction (75%)
 * lvl 3: Willpower +20% - Defense Skill
 * lvl 4: Heal Arrow - Bow Skill (300% Dex) Target: Ally
 * lvl 5: Ascension Strike 10% - Job Ability
 * lvl 5: Seduction Strike 10% - Job Ability
 * lvl 5: Incontinence Strike 10% - Job Ability
 * lvl 6: Holy Arrow - White Magic (Holy 500% ^ of Mag, Will) Target: Foe
 * lvl 6: Paizuri Temptation - Holy Skill (Holy/Pleasure 1000% ^ of Dex, Will) Target: Foe, Effect: Seduction (75%)
 * lvl 7: Mass Mega Heal - White Magic (300% Will) Target: All Allies, Effect: HP Recovery
 * lvl 7: Innocent Laser - Holy Skill (Holy 660% ^ of Dex, Will) Target: Foe
 * lvl 8: Mass Enhance Guard - White Magic, Target: All Allies, Effect: Def Up (Halves Physical Dmg for 4 turns)
 * lvl 8: Elemental Resistance 50% - Defense Ability (Reduce Damage from all elements except Holy and Dark)
 * lvl 9: Heal Booster 15% - Magic Ability (Healing effects recover 15% more HP.)
 * lvl 10: Aura Star - Bow Skill (Lightning 408% Att+Dex) Target: All Foes