Recruit

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Recruits are trained to wear heavy armors and use strong wards. They can even use any weapon in a defensive manner. Their special moves allow them to to raise a slow but potent barrier, and protect their group from harm with it.

Class Details

The Recruit image
Former Adventurer
Promotion Guard, Cleric
Specialization Constitution
Techniques High defense, Protect ability
Guild hall Recruit's Training Ground in Lumina

Requirements

To specialize in this class, player's character has to meet the following requirements.

Level 20
Attribute 100 Constitution
Attribute 80 Power OR 80 Dexterity OR 80 Intellect

Class Skills

See Recruit's Armory

Recruit Charms
Name Level Required Melee Damage Cumul Armor Magic Damage Cumul Ward Other Effects
Recruit's Spear 20 17 (15% P) 29
Recruit's Lance 23 20 (15% P) 34
Recruit's Pike 27 23 (15% P) 39
Recruit's Axe 20 19 (10% P) 24
Recruit's Halberd 23 22 (10% P) 28
Recruit's War Axe 27 25 (10% P) 32
Recruit's Mace 20 20 24
Recruit's Hammer 23 23 28
Recruit's Flail 27 26 32
Recruit's Bright Wand 20 12 (50% P) 29
Recruit's Holy Staff 23 14 (50% P) 34
Recruit's Light Swirl 27 16 (50% P) 39
Recruit's Frozen Wand 20 15 (38% P) 24
Recruit's Frost Staff 23 18 (38% P) 28
Recruit's Ice Swirl 27 20 (38% P) 32
Recruit's Stone Wand 20 5 15 24
Recruit's Earth Staff 23 6 18 28
Recruit's Stone Swirl 27 6 20 32
Hold Position 20 88 Armor, Protect (5), Stunned for 1 action
Defend Position 23 100 Armor, Protect (5), Stunned for 1 action
Guard Position 27 115 Armor, Protect (5), Stunned for 1 action
Circle of Protection 20 88 Ward, Protect (5), Stunned for 1 action
Circle of Repel 23 100 Ward, Protect (5), Stunned for 1 action
Circle of Warding 27 115 Ward, Protect (5), Stunned for 1 action


Recruit Elite Charms
Name Level Required Melee Damage Cumul Armor Magic Damage Cumul Ward Other Effects
Recruit's Discipline 38 77 Armor, 4 Willpower, Stunned for 1 action
Aura: 25 armor (cumul) and Equalize armor and ward (up to 102) when stunned during 10 turns
Way of the Recruit 38 Aura: 11 armor and ward (cumul) during 4 turns
Protect: 6 (cumul), [Target all allies] +1 to target's summons