
[ActorClass] name=;
ID=dummy1;
selectableClass=true;
[ActorClass] name=Warrior;
ID=warrior;
selectableClass=true;
icon=classIcon_warrior;
journalID=journal_warrior;

description=Heavily armed warrior trained in melee combat.;
paletteUI=NES_DarkGrey_darker;
paletteActionR=NES_DarkGrey_dark;
paletteActionG=NES_Orange;
paletteActionB=NES_Teal;

actions=Wa_shove;
actions=Wa_charge;
actions=Wa_smash;
actions=Wa_Guard;
actions=Wa_Brave;
actions=Wa_Bide;
actions=Wa_battlecry;

supportAbilities=counter;
supportAbilities=valiant;
supportAbilities=combatready;

ruinModeSupportAbility=counter;

relevantStats=TrueHPMax;
relevantStats=skill_Sword;
relevantStats=skill_Axe;
relevantStats=skill_Hammer;
relevantStats=skill_Spear;
relevantStats=skill_Flail;
relevantStats=skill_Shield;

bodyPart1=armR;
bodyPartSprite1=warrior_arm;
bodyPart2=armL;
bodyPartSprite2=warrior_arm;
bodyPart3=torso;
bodyPartSprite3=warrior_torso;
[ActorClassEffect]  ID=warrior; actorValue=PhysAtk; magnitude=2; duration=-1;
[ActorClassEffect]  ID=warrior; actorValue=PhysDef; magnitude=1; duration=-1;
[ActorClassEffect]  ID=warrior; actorValue=skill_Sword; magnitude=1; duration=-1;
[ActorClassEffect]  ID=warrior; actorValue=skill_Axe; magnitude=1; duration=-1;
[ActorClassEffect]  ID=warrior; actorValue=skill_Hammer; magnitude=1; duration=-1;
[ActorClassEffect]  ID=warrior; actorValue=skill_Spear; magnitude=1; duration=-1;
[ActorClassEffect]  ID=warrior; actorValue=skill_Flail; magnitude=1; duration=-1;
[ActorClassEffect]  ID=warrior; actorValue=skill_Shield; magnitude=1; duration=-1;
[JournalEntry]
ID=journal_warrior;
category=actorClass; halfPage=true;
title=Warrior;
text=<icon=classIcon_warrior><title=Warrior><brAdj=>There's nothing more straightforward than a Warrior. With the most raw melee power of any class, Warriors excel as front-liners.;
[ActorClass] name=;
ID=dummy2;
selectableClass=true;
[ActorClass] name=;
ID=dummy3;
selectableClass=true;
[ActorClass] name=Scout;
ID=scout;
selectableClass=true;
icon=classIcon_scout;
journalID=journal_scout;

description=Agile explorer with a basic but versatile skillset.;
paletteUI=NES_Green_darker;
paletteActionR=NES_Green;
paletteActionG=NES_Orange;
paletteActionB=NES_Red;

actions=Sc_firestarter;
actions=Sc_swift;
actions=Sc_trip;
actions=Sc_spot;
actions=Sc_throwStone;
actions=Sc_firstAid;
actions=Sc_sidestep;

supportAbilities=quickHands;
supportAbilities=alertness;
supportAbilities=medic;
supportAbilities=criticalSpeed;

ruinModeSupportAbility=alertness;

relevantStats=TrueHPMax;
relevantStats=skill_Dagger;
relevantStats=skill_Spear;
relevantStats=skill_Flail;
relevantStats=skill_Bow;
relevantStats=skill_Aim;


bodyPart1=armR;
bodyPartSprite1=scout_arm;
bodyPart2=armL;
bodyPartSprite2=scout_arm;
bodyPart3=torso;
bodyPartSprite3=scout_torso;
bodyPart3=legs;
bodyPartSprite3=template_legs;
[ActorClassEffect]  ID=scout; actorValue=PhysAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=scout; actorValue=PhysEva; magnitude=10; duration=-1;
[ActorClassEffect]  ID=scout; actorValue=moveDistance; magnitude=1; duration=-1;
[ActorClassEffect]  ID=scout; actorValue=skill_Dagger; magnitude=1; duration=-1;
[ActorClassEffect]  ID=scout; actorValue=skill_Spear; magnitude=1; duration=-1;
[ActorClassEffect]  ID=scout; actorValue=skill_Flail; magnitude=1; duration=-1;
[ActorClassEffect]  ID=scout; actorValue=skill_Bow; magnitude=1; duration=-1;
[ActorClassEffect]  ID=scout; actorValue=skill_Aim; magnitude=1; duration=-1;

[JournalEntry]
ID=journal_scout;
category=actorClass; halfPage=true;
title=Scout;
text=<icon=classIcon_scout><title=Scout><brAdj=>Any good explorer has spent time as a Scout. Their solid melee & ranged fighting skills complement their flexible set of abilities.;

[ActorClass] name=;
ID=dummy4;
selectableClass=true;
[ActorClass] name=;
ID=dummy5;
selectableClass=true;

[ActorClass] name=Scholar;
ID=scholar;
selectableClass=true;
icon=classIcon_scholar;
journalID=journal_scholar;

description=Apprentice to all forms of magic.;
paletteUI=NES_Teal_darker;
paletteActionR=NES_Teal_dark;
paletteActionG=NES_Orange;
paletteActionB=NES_Blue;

actions=Sch_study;
actions=Sch_flame;
actions=Sch_zap;
actions=Sch_frost;
actions=Sch_gust;
actions=Sch_focusEnergy;
actions=Sch_prayer;

supportAbilities=teacher;
supportAbilities=elementary;
supportAbilities=meditative;

ruinModeSupportAbility=meditative;

relevantStats=TrueMPMax;
relevantStats=skill_Fire;
relevantStats=skill_Ice;
relevantStats=skill_Elec;
relevantStats=skill_Wind;
relevantStats=skill_Life;

bodyPart1=armR;
bodyPartSprite1=scholar_arm;
bodyPart2=armL;
bodyPartSprite2=scholar_arm;
bodyPart3=torso;
bodyPartSprite3=scholar_torso;
[ActorClassEffect]  ID=scholar; actorValue=MagAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=scholar; actorValue=MagDef; magnitude=1; duration=-1;
[ActorClassEffect]  ID=scholar; actorValue=skill_Fire; magnitude=1; duration=-1;
[ActorClassEffect]  ID=scholar; actorValue=skill_Ice; magnitude=1; duration=-1;
[ActorClassEffect]  ID=scholar; actorValue=skill_Elec; magnitude=1; duration=-1;
[ActorClassEffect]  ID=scholar; actorValue=skill_Wind; magnitude=1; duration=-1;

[JournalEntry]
ID=journal_scholar;
category=actorClass; halfPage=true;
title=Scholar;
text=<icon=classIcon_scholar><title=Scholar><brAdj=>All mages begin as Scholars. Scholarly magic has unique advantages- their spells are very quick, and are diverse enough to fit any situation.;

[ActorClass] name=;
ID=dummy6;
selectableClass=true;
[ActorClass] name=;
ID=dummy7;
selectableClass=true;

[ActorClass] name=Brawler;
ID=brawler;
selectableClass=true;
icon=classIcon_brawler;
journalID=journal_brawler;

description=Martial artist that favors unarmed combat.;
paletteUI=NES_Brown;
paletteActionR=NES_Red_darker;
paletteActionG=NES_Orange;
paletteActionB=NES_Purple;

actions=Bra_pummel;
actions=Bra_disorient;
actions=Bra_knockout;
actions=Bra_spinkick;
actions=Bra_suckerPunch;
actions=Bra_throwWeapon;
actions=Bra_grin;

supportAbilities=counterThrow;
supportAbilities=thousandFists;
supportAbilities=reckless;

ruinModeSupportAbility=thousandFists;

relevantStats=TrueHPMax;
relevantStats=skill_Fist;
relevantStats=skill_Dagger;
--relevantStats=moveDistance;

requiredStat=warrior_XP_total;
requiredAmt=375;
fReq=g:mask_brawler;

bodyPart1=armR;
bodyPartSprite1=brawler_arm;
bodyPart2=armL;
bodyPartSprite2=brawler_arm;
bodyPart3=torso;
bodyPartSprite3=brawler_torso;
[ActorClassEffect]  ID=brawler; actorValue=PhysAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=brawler; actorValue=PhysEva; magnitude=10; duration=-1;
[ActorClassEffect]  ID=brawler; actorValue=MagEva; magnitude=5; duration=-1;
[ActorClassEffect]  ID=brawler; actorValue=moveDistance; magnitude=1; duration=-1;
[ActorClassEffect]  ID=brawler; actorValue=skill_Fist; magnitude=2; duration=-1;
[ActorClassEffect]  ID=brawler; actorValue=skill_Dagger; magnitude=1; duration=-1;

[JournalEntry]
ID=journal_brawler;
category=actorClass; halfPage=true;
title=Brawler;
text=<icon=classIcon_brawler><title=Brawler><brAdj=>A Brawler fights dirty and often. They specialize in fisticuffs but can improvise with other weapons as necessary.;


[ActorClass] name=Guardian;
ID=guardian;
selectableClass=true;
icon=classIcon_guardian;
journalID=journal_guardian;

description=Defensive juggernaut and protector of allies.;
paletteUI=NES_Blue;
paletteActionR=NES_DarkBlue_dark;
paletteActionG=NES_Orange;
paletteActionB=NES_Teal;

actions=Gu_mightyBlock;
actions=Gu_holdTheLine;
actions=Gu_impair;
actions=Gu_wideGuard;
actions=Gu_discipline;
actions=Gu_rally;
actions=Gu_resuscitate;

supportAbilities=shieldBash;
supportAbilities=defensive;
supportAbilities=bulwark;

ruinModeSupportAbility=defensive;

relevantStats=TrueHPMax;
relevantStats=skill_Sword;
relevantStats=skill_Axe;
relevantStats=skill_Hammer;
relevantStats=skill_Spear;
relevantStats=skill_Flail;
relevantStats=skill_Shield;

requiredStat=warrior_XP_total;
requiredAmt=600;
fReq=g:mask_guardian;

bodyPart1=armR;
bodyPartSprite1=knight_arm;
bodyPart2=armL;
bodyPartSprite2=knight_arm;
bodyPart3=torso;
bodyPartSprite3=guardian_torso;
[ActorClassEffect]  ID=guardian; actorValue=PhysAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=guardian; actorValue=PhysDef; magnitude=2; duration=-1;
[ActorClassEffect]  ID=guardian; actorValue=MagDef; magnitude=1; duration=-1;
[ActorClassEffect]  ID=guardian; actorValue=skill_Sword; magnitude=1; duration=-1;
[ActorClassEffect]  ID=guardian; actorValue=skill_Spear; magnitude=1; duration=-1;
[ActorClassEffect]  ID=guardian; actorValue=skill_Axe; magnitude=1; duration=-1;
[ActorClassEffect]  ID=guardian; actorValue=skill_Hammer; magnitude=1; duration=-1;
[ActorClassEffect]  ID=guardian; actorValue=skill_Flail; magnitude=1; duration=-1;
[ActorClassEffect]  ID=guardian; actorValue=skill_Shield; magnitude=2; duration=-1;

[JournalEntry]
ID=journal_guardian;
category=actorClass; halfPage=true;
title=Guardian;
text=<icon=classIcon_guardian><title=Guardian><brAdj=>Guardians are the toughest soldiers there are. They can defend against virtually anything while strengthening their allies.;

[ActorClass] name=Berserker;
ID=berserker;
selectableClass=true;
icon=classIcon_berserker;
journalID=journal_berserker;

description=Reckless and brutal fighter.;
paletteUI=NES_Redbrown_mix1;
paletteActionR=NES_Redbrown_mix1;
paletteActionG=NES_Red_contrast;
paletteActionB=NES_Purple_darker;

actions=Ber_frenzy;
actions=Ber_rage;
actions=Ber_scream;
actions=Ber_terrorize;
actions=Ber_scatter;
actions=Ber_revenge;
actions=Ber_taunt;


supportAbilities=counterFrenzy;
supportAbilities=vicious;
supportAbilities=imposing;


ruinModeSupportAbility=counterFrenzy;

relevantStats=TrueHPMax;
relevantStats=skill_Sword;
relevantStats=skill_Axe;
relevantStats=skill_Hammer;
relevantStats=skill_Spear;
relevantStats=skill_Flail;
relevantStats=skill_Fist;

requiredStat=brawler_XP_total;
requiredAmt=350;
fReq=g:mask_berserker;

bodyPart1=armR;
bodyPartSprite1=berserker_arm;
bodyPart2=armL;
bodyPartSprite2=berserker_arm;
bodyPart3=torso;
bodyPartSprite3=berserker_torso;
[ActorClassEffect]  ID=berserker; actorValue=PhysAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=berserker; actorValue=PhysDef; magnitude=1; duration=-1;
[ActorClassEffect]  ID=berserker; actorValue=PhysEva; magnitude=10; duration=-1;
[ActorClassEffect]  ID=berserker; actorValue=skill_Sword; magnitude=1; duration=-1;
[ActorClassEffect]  ID=berserker; actorValue=skill_Axe; magnitude=1; duration=-1;
[ActorClassEffect]  ID=berserker; actorValue=skill_Hammer; magnitude=1; duration=-1;
[ActorClassEffect]  ID=berserker; actorValue=skill_Spear; magnitude=1; duration=-1;
[ActorClassEffect]  ID=berserker; actorValue=skill_Flail; magnitude=1; duration=-1;
[ActorClassEffect]  ID=berserker; actorValue=skill_Dagger; magnitude=1; duration=-1;
[ActorClassEffect]  ID=berserker; actorValue=skill_Fist; magnitude=1; duration=-1;
[JournalEntry]
ID=journal_berserker;
category=actorClass; halfPage=true;
title=Berserker;
text=<icon=classIcon_berserker><title=Berserker><brAdj=>Berserkers are aggression defined. By attacking the most foes possible as viciously as possible, they keep all attention on themselves.;



[ActorClass] name=Rogue;
ID=rogue;
selectableClass=true;
icon=classIcon_rogue;
journalID=journal_rogue;

description=Sneakthief with dirty tricks up each sleeve.;
paletteUI=NES_Yellow_darker;
paletteActionR=NES_Orange_darker;
paletteActionG=NES_Yellow;
paletteActionB=NES_Green_darker;

actions=Ro_poisonTip;
actions=Ro_gouge;
actions=Ro_mug;
actions=Ro_distract;
actions=Ro_dash;
actions=Ro_hide;
actions=Ro_setTrap;

supportAbilities=backstab;
supportAbilities=autoHide;
supportAbilities=swiftness;
supportAbilities=stealthsense;

ruinModeSupportAbility=swiftness;

relevantStats=TrueHPMax;
relevantStats=skill_Fist;
relevantStats=skill_Dagger;
relevantStats=skill_Bow;
relevantStats=skill_Aim;
--relevantStats=moveDistance;
relevantStats=jumpDistance;

requiredStat=scout_XP_total;
requiredAmt=350;
fReq=g:mask_rogue;

bodyPart1=armR;
bodyPartSprite1=rogue_arm;
bodyPart2=armL;
bodyPartSprite2=rogue_arm;
bodyPart3=torso;
bodyPartSprite3=rogue_torso;
[ActorClassEffect]  ID=rogue; actorValue=PhysEva; magnitude=25; duration=-1;
[ActorClassEffect]  ID=rogue; actorValue=MagEva; magnitude=15; duration=-1;
[ActorClassEffect]  ID=rogue; actorValue=moveDistance; magnitude=1; duration=-1;
[ActorClassEffect]  ID=rogue; actorValue=jumpDistance; magnitude=1; duration=-1;
[ActorClassEffect]  ID=rogue; actorValue=skill_Fist; magnitude=1; duration=-1;
[ActorClassEffect]  ID=rogue; actorValue=skill_Dagger; magnitude=2; duration=-1;
[ActorClassEffect]  ID=rogue; actorValue=skill_Bow; magnitude=1; duration=-1;
[ActorClassEffect]  ID=rogue; actorValue=skill_Aim; magnitude=1; duration=-1;
[JournalEntry]
ID=journal_rogue;
category=actorClass; halfPage=true;
title=Rogue;
text=<icon=classIcon_rogue><title=Rogue><brAdj=>Evasive and tricky. Rogues use their weapons to debilitate rather than just dealing damage. As a result they prefer accurate weaponry.;

[ActorClass] name=Sharpshooter;
ID=ranger;
selectableClass=true;
icon=classIcon_ranger;
journalID=journal_ranger;

description=Ranged combat expert.;
paletteUI=NES_Orange_darker;
paletteActionR=NES_Brown;
paletteActionG=NES_Yellow;
paletteActionB=NES_Red;

actions=Sha_contactShot;
actions=Sha_headshot;
actions=Sha_farshot;
actions=Sha_multishot;
actions=Sha_powerShot;
actions=Sha_chargeShot;
actions=Sha_focus;

supportAbilities=counterShot;
supportAbilities=ricochet;
supportAbilities=artillery;

ruinModeSupportAbility=counterShot;

relevantStats=TrueHPMax;
relevantStats=skill_Bow;
relevantStats=skill_Aim;
--relevantStats=moveDistance;

requiredStat=scout_XP_total;
requiredAmt=700;
fReq=g:mask_sharpshooter;

bodyPart1=armR;
bodyPartSprite1=ranger_armL;
bodyPart2=armL;
bodyPartSprite2=ranger_armR;
bodyPart3=torso;
bodyPartSprite3=ranger_torso;
[ActorClassEffect]  ID=ranger; actorValue=PhysEva; magnitude=15; duration=-1;
[ActorClassEffect]  ID=ranger; actorValue=moveDistance; magnitude=1; duration=-1;
[ActorClassEffect]  ID=ranger; actorValue=skill_Bow; magnitude=2; duration=-1;
[ActorClassEffect]  ID=ranger; actorValue=skill_Aim; magnitude=2; duration=-1;

[JournalEntry]
ID=journal_ranger;
category=actorClass; halfPage=true;
title=Sharpshooter;
text=<icon=classIcon_ranger><title=Sharpshooter><brAdj=>Long-ranged damage dealer. Sharpshooters bring power to ranged weaponry. Almost nowhere on the battlefield is safe from their reach.;


[ActorClass] name=Mechanist;
ID=mechanist;
selectableClass=true;
icon=classIcon_mechanist;
journalID=journal_mechanist;

description=Tinker and creator of various combat devices.;
paletteUI=NES_DarkGrey_darker;
paletteActionR=NES_DarkGrey;
paletteActionG=NES_Red;
paletteActionB=NES_Blue;

actions=Mec_activate;
actions=Mec_setWall;
actions=Mec_setTurret;
actions=Mec_throwFlare;
actions=Mec_throwPulse;
actions=Mec_throwFrost;
actions=Mec_throwHeal;


supportAbilities=toolTalent;
supportAbilities=activeArms;
supportAbilities=mechMastery;

relevantStats=TrueHPMax;
relevantStats=TrueMPMax;
relevantStats=skill_Dagger;
relevantStats=skill_Hammer;
relevantStats=skill_Aim;
relevantStats=skill_Elec;

requiredStat=scout_XP_total;
requiredAmt=950;
requiredStat=rogue_XP_total;
requiredAmt=450;
fReq=g:mask_mechanist;

bodyPart1=armR;
bodyPartSprite1=mech_arm;
bodyPart2=armL;
bodyPartSprite2=mech_arm;
bodyPart3=torso;
bodyPartSprite3=mech_torso;
[ActorClassEffect]  ID=mechanist; actorValue=PhysDef; magnitude=1; duration=-1;
[ActorClassEffect]  ID=mechanist; actorValue=MagDef; magnitude=1; duration=-1;
[ActorClassEffect]  ID=mechanist; actorValue=PhysEva; magnitude=5; duration=-1;
[ActorClassEffect]  ID=mechanist; actorValue=MagEva; magnitude=5; duration=-1;
[ActorClassEffect]  ID=mechanist; actorValue=skill_Dagger; magnitude=1; duration=-1;
[ActorClassEffect]  ID=mechanist; actorValue=skill_Hammer; magnitude=1; duration=-1;
[ActorClassEffect]  ID=mechanist; actorValue=skill_Aim; magnitude=1; duration=-1;
[ActorClassEffect]  ID=mechanist; actorValue=skill_Elec; magnitude=1; duration=-1;
[JournalEntry]
ID=journal_mechanist;
category=actorClass; halfPage=true;
title=Mechanist;
text=<icon=classIcon_mechanist><title=Mechanist><brAdj=>Hurls bombs & deploys turrets to control the battlefield. Requires a long setup, but for a big payoff.;



[ActorClass] name=Sage;
ID=sage;
selectableClass=true;
icon=classIcon_sage;
journalID=journal_sage;

description=Preservation mage - excels at healing and protection.;
paletteUI=NES_DarkBlue;
paletteActionR=NES_Bluegreen;
paletteActionG=NES_Red;
paletteActionB=NES_Teal;

actions=Sa_heal;
actions=Sa_growth;
actions=Sa_cure;
actions=Sa_ward;
actions=Sa_barrier;
actions=Sa_revive;
actions=Sa_dispel;

supportAbilities=greenTouch;
supportAbilities=lastingShelter;
supportAbilities=pureMind;
supportAbilities=criticalRecovery;

ruinModeSupportAbility=criticalRecovery;

relevantStats=TrueHPMax;
relevantStats=TrueMPMax;
relevantStats=skill_Hammer;
relevantStats=skill_Life;
--relevantStats=moveDistance;

requiredStat=scholar_XP_total;
requiredAmt=400;
fReq=g:mask_sage;

bodyPart1=armR;
bodyPartSprite1=sage_arm;
bodyPart2=armL;
bodyPartSprite2=sage_arm;
bodyPart3=torso;
bodyPartSprite3=sage_torso;
[ActorClassEffect]  ID=sage; actorValue=MagDef; magnitude=2; duration=-1;
[ActorClassEffect]  ID=sage; actorValue=MagEva; magnitude=12; duration=-1;
[ActorClassEffect]  ID=sage; actorValue=moveDistance; magnitude=1; duration=-1;
[ActorClassEffect]  ID=sage; actorValue=skill_Hammer; magnitude=1; duration=-1;
[ActorClassEffect]  ID=sage; actorValue=skill_Life; magnitude=2; duration=-1;

[JournalEntry]
ID=journal_sage;
category=actorClass; halfPage=true;
title=Sage;
text=<icon=classIcon_sage><title=Sage><brAdj=>User of Life magic, provider of healing and support. Sages can keep a group fighting through almost any injury.;

[ActorClass] name=Sorcerer;
ID=sorcerer;
selectableClass=true;
icon=classIcon_sorcerer;
journalID=journal_sorcerer;

description=Magical powerhouse with devastating elemental spells.;
paletteUI=NES_Orange_darker;
paletteActionR=NES_Red_dark;
paletteActionG=NES_Yellow;
paletteActionB=NES_Blue;

actions=So_inferno;
actions=So_lightning;
actions=So_blizzard;
actions=So_cyclone;
actions=So_fireWhirl;
actions=So_shockBolts;
actions=So_freeze;

supportAbilities=fireAdept;
supportAbilities=iceAdept;
supportAbilities=elecAdept;
supportAbilities=windAdept;
supportAbilities=criticalFocus;

ruinModeSupportAbility=criticalFocus;

relevantStats=TrueMPMax;
relevantStats=skill_Fire;
relevantStats=skill_Ice;
relevantStats=skill_Elec;
relevantStats=skill_Wind;

requiredStat=scholar_XP_total;
requiredAmt=550;
fReq=g:mask_sorcerer;

bodyPart1=armR;
bodyPartSprite1=sorcerer_arm;
bodyPart2=armL;
bodyPartSprite2=sorcerer_arm;
bodyPart3=torso;
bodyPartSprite3=sorcerer_torso;
[ActorClassEffect]  ID=sorcerer; actorValue=MagAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=sorcerer; actorValue=MagEva; magnitude=10; duration=-1;
[ActorClassEffect]  ID=sorcerer; actorValue=skill_Fire; magnitude=1; duration=-1;
[ActorClassEffect]  ID=sorcerer; actorValue=skill_Ice; magnitude=1; duration=-1;
[ActorClassEffect]  ID=sorcerer; actorValue=skill_Elec; magnitude=1; duration=-1;
[ActorClassEffect]  ID=sorcerer; actorValue=skill_Wind; magnitude=1; duration=-1;

[JournalEntry]
ID=journal_sorcerer;
category=actorClass; halfPage=true;
title=Sorcerer;
text=<icon=classIcon_sorcerer><title=Sorcerer><brAdj=>Sorcery is the preferred magic of battlemages, both in skirmishes and open warfare. Devastates tight enemy formations.;



[ActorClass] name=Unmaker;
ID=unmaker;
selectableClass=true;
icon=classIcon_unmaker;
journalID=journal_unmaker;

description=Debilitates and destroys enemies with Ruin magic.;
paletteUI=NES_DarkGrey_darker;
paletteActionR=NES_Purple_darker;
paletteActionG=NES_Green;
paletteActionB=NES_Blue;

actions=Un_ruinTouch;
actions=Un_decay;
actions=Un_drain;
actions=Un_wither;
actions=Un_shroud;
actions=Un_soulburn;
actions=Un_despair;

supportAbilities=absorbMagic;
supportAbilities=necromancy;
supportAbilities=ruinAura;

ruinModeSupportAbility=ruinAura;

relevantStats=TrueHPMax;
relevantStats=TrueMPMax;
relevantStats=skill_Dagger;
relevantStats=skill_Ruin;

requiredStat=sorcerer_XP_total;
requiredAmt=900;
fReq=g:mask_unmaker;

bodyPart1=armR;
bodyPartSprite1=unmaker_arm;
bodyPart2=armL;
bodyPartSprite2=unmaker_arm;
bodyPart3=torso;
bodyPartSprite3=unmaker_torso;
[ActorClassEffect]  ID=unmaker; actorValue=MagAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=unmaker; actorValue=MagEva; magnitude=10; duration=-1;
[ActorClassEffect]  ID=unmaker; actorValue=skill_Dagger; magnitude=1; duration=-1;
[ActorClassEffect]  ID=unmaker; actorValue=skill_Ruin; magnitude=2; duration=-1;


[JournalEntry]
ID=journal_unmaker;
category=actorClass; halfPage=true;
title=Unmaker;
text=<icon=classIcon_unmaker><title=Unmaker><brAdj=>Ruin mage that eschews necromancy for a nobler goal: totally obliterating enemies. Devastating to anyone within their reach.;


[ActorClass] name=Defiler;
ID=defiler;
selectableClass=true;
icon=classIcon_defiler;
journalID=journal_defiler;

description=Strips away essence with Ruin, then casts spells inside the body.;
paletteUI=NES_Purple_dark;
paletteActionR=NES_Purple_mix3;
paletteActionG=NES_Red_darker;
paletteActionB=NES_Blue_darker;

actions=De_iceblood;
actions=De_brainshock;
actions=De_gorgefire;
actions=De_heartgrip;
actions=De_viral;
actions=De_defile;
actions=De_destroy;


supportAbilities=sacrifice;
supportAbilities=absorbAura;
supportAbilities=criticalDestroy;


ruinModeSupportAbility=absorbAura;

relevantStats=TrueHPMax;
relevantStats=TrueMPMax;
relevantStats=skill_Fire;
relevantStats=skill_Ice;
relevantStats=skill_Elec;
relevantStats=skill_Wind;
relevantStats=skill_Ruin;


requiredStat=unmaker_XP_total;
requiredAmt=900;
fReq=g:mask_defiler;

bodyPart1=armR;
bodyPartSprite1=defiler_arm;
bodyPart2=armL;
bodyPartSprite2=defiler_arm;
bodyPart3=torso;
bodyPartSprite3=defiler_torso;
[ActorClassEffect]  ID=defiler; actorValue=MagAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=defiler; actorValue=MagEva; magnitude=5; duration=-1;
[ActorClassEffect]  ID=defiler; actorValue=skill_Fire; magnitude=1; duration=-1;
[ActorClassEffect]  ID=defiler; actorValue=skill_Ice; magnitude=1; duration=-1;
[ActorClassEffect]  ID=defiler; actorValue=skill_Elec; magnitude=1; duration=-1;
[ActorClassEffect]  ID=defiler; actorValue=skill_Wind; magnitude=1; duration=-1;
[ActorClassEffect]  ID=defiler; actorValue=skill_Ruin; magnitude=1; duration=-1;

[JournalEntry]
ID=journal_defiler;
category=actorClass; halfPage=true;
title=Defiler;
text=<icon=classIcon_defiler><title=Defiler><brAdj=>Normally, one's essence prevents magic from being cast within the body. However, the sadistic Defiler uses Ruin magic to peel that essence away - allowing them to cruelly burn the target's insides.;



[ActorClass] name=Blade;
ID=blade;
selectableClass=true;
icon=classIcon_blade;
journalID=journal_blade;

description=Master of edged weapons. Cuts foes to shreds.;
paletteUI=NES_DarkBlue_dark;
paletteActionR=NES_Greyblue_mix1;
paletteActionG=NES_Red_dark;
paletteActionB=NES_Blue;

actions=Bl_flashCut;
actions=Bl_bladestorm;
actions=Bl_shockwave;
actions=Bl_perfect;
actions=Bl_rend;
actions=Bl_doubleEdge;
actions=Bl_deathblow;

supportAbilities=dualstrike;
supportAbilities=tempest;
supportAbilities=fragileEdge;

ruinModeSupportAbility=tempest;

relevantStats=TrueHPMax;
relevantStats=skill_Dagger;
relevantStats=skill_Sword;
relevantStats=skill_Axe;
relevantStats=skill_Spear;
--relevantStats=moveDistance;

requiredStat=warrior_XP_total;
requiredAmt=600;
requiredStat=rogue_XP_total;
requiredAmt=250;
fReq=g:mask_blade;

bodyPart1=armR;
bodyPartSprite1=blade_arm;
bodyPart2=armL;
bodyPartSprite2=blade_arm;
bodyPart3=torso;
bodyPartSprite3=blade_torso;
[ActorClassEffect]  ID=blade; actorValue=PhysAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=blade; actorValue=PhysEva; magnitude=12; duration=-1;
[ActorClassEffect]  ID=blade; actorValue=moveDistance; magnitude=1; duration=-1;
[ActorClassEffect]  ID=blade; actorValue=skill_Dagger; magnitude=1; duration=-1;
[ActorClassEffect]  ID=blade; actorValue=skill_Sword; magnitude=1; duration=-1;
[ActorClassEffect]  ID=blade; actorValue=skill_Axe; magnitude=1; duration=-1;
[ActorClassEffect]  ID=blade; actorValue=skill_Spear; magnitude=1; duration=-1;

[JournalEntry]
ID=journal_blade;
category=actorClass; halfPage=true;
title=Blade;
text=<icon=classIcon_blade><title=Blade><brAdj=>Can only use edged weapons. Their amazing swiftness allows them to shred enemies close up and far away.;

[ActorClass] name=Breaker;
ID=breaker;
selectableClass=true;
icon=classIcon_breaker;
journalID=journal_breaker;

description=Master of blunt weapons. Smashes equipment and body.;
paletteUI=NES_Brown;
paletteActionR=NES_Redbrown_mix1;
paletteActionG=NES_Red;
paletteActionB=NES_Orange;

actions=Br_breakWeapon;
actions=Br_breakArmor;
actions=Br_breakArms;
actions=Br_breakLegs;
actions=Br_shatter;
actions=Br_breakOut;
actions=Br_quake;

supportAbilities=counterBreak;
supportAbilities=stunningBlow;
supportAbilities=brittleStone;

ruinModeSupportAbility=stunningBlow;

relevantStats=TrueHPMax;
relevantStats=skill_Hammer;
relevantStats=skill_Flail;
relevantStats=skill_Fist;
relevantStats=skill_Shield;

requiredStat=warrior_XP_total;
requiredAmt=700;
requiredStat=berserker_XP_total;
requiredAmt=400;
fReq=g:mask_breaker;

bodyPart1=armR;
bodyPartSprite1=breaker_arm;
bodyPart2=armL;
bodyPartSprite2=breaker_arm;
bodyPart3=torso;
bodyPartSprite3=breaker_torso;
[ActorClassEffect]  ID=breaker; actorValue=PhysAtk; magnitude=2; duration=-1;
[ActorClassEffect]  ID=breaker; actorValue=PhysDef; magnitude=1; duration=-1;
[ActorClassEffect]  ID=breaker; actorValue=PhysEva; magnitude=3; duration=-1;
[ActorClassEffect]  ID=breaker; actorValue=skill_Hammer; magnitude=1; duration=-1;
[ActorClassEffect]  ID=breaker; actorValue=skill_Flail; magnitude=1; duration=-1;
[ActorClassEffect]  ID=breaker; actorValue=skill_Fist; magnitude=1; duration=-1;
[ActorClassEffect]  ID=breaker; actorValue=skill_Shield; magnitude=1; duration=-1;

[JournalEntry]
ID=journal_breaker;
category=actorClass; halfPage=true;
title=Breaker;
text=<icon=classIcon_breaker><title=Breaker><brAdj=>Can only use blunt weapons. Systematically destroys an enemy like the rhythmic pounding of a hammer.;








[ActorClass] name=Ignis Knight;
ID=ignisKnight;
selectableClass=true;
icon=classIcon_ignisKnight;
journalID=journal_ignisKnight;

description=Knight that combines fire and weaponry to deadly effect.;
paletteUI=NES_Yellow_contrast;
paletteActionR=NES_Red_mix3;
paletteActionG=paletteR;
paletteActionB=NES_Brown;

actions=iK_oilEdge;
actions=iK_flareEdge;
actions=iK_wrathStrike;
actions=iK_burningWave;
actions=iK_pyre;
actions=iK_ignisOrb;
actions=iK_phoenix;



supportAbilities=purifire;
supportAbilities=smolder;
supportAbilities=firewall;



relevantStats=TrueHPMax;
relevantStats=skill_Sword;
relevantStats=skill_Axe;
relevantStats=skill_Hammer;
relevantStats=skill_Spear;
relevantStats=skill_Flail;
relevantStats=skill_Shield;
relevantStats=skill_Fire;

requiredStat=guardian_XP_total;
requiredAmt=600;
requiredStat=berserker_XP_total;
requiredAmt=600;
requiredStat=sorcerer_XP_total;
requiredAmt=600;
fReq=g:mask_ignisKnight;

bodyPart1=armR;
bodyPartSprite1=ignisKnight_arm;
bodyPart2=armL;
bodyPartSprite2=ignisKnight_arm2;
bodyPart3=torso;
bodyPartSprite3=ignisKnight_torso;
[ActorClassEffect]  ID=ignisKnight; actorValue=PhysAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=ignisKnight; actorValue=PhysDef; magnitude=1; duration=-1;
[ActorClassEffect]  ID=ignisKnight; actorValue=PhysEva; magnitude=3; duration=-1;
[ActorClassEffect]  ID=ignisKnight; actorValue=MagEva; magnitude=3; duration=-1;
[ActorClassEffect]  ID=ignisKnight; actorValue=skill_Sword; magnitude=1; duration=-1;
[ActorClassEffect]  ID=ignisKnight; actorValue=skill_Axe; magnitude=1; duration=-1;
[ActorClassEffect]  ID=ignisKnight; actorValue=skill_Hammer; magnitude=1; duration=-1;
[ActorClassEffect]  ID=ignisKnight; actorValue=skill_Spear; magnitude=1; duration=-1;
[ActorClassEffect]  ID=ignisKnight; actorValue=skill_Flail; magnitude=1; duration=-1;
[ActorClassEffect]  ID=ignisKnight; actorValue=skill_Shield; magnitude=1; duration=-1;
[ActorClassEffect]  ID=ignisKnight; actorValue=skill_Fire; magnitude=2; duration=-1;
[JournalEntry]
ID=journal_ignisKnight;
category=actorClass; halfPage=true;
title=Ignis Knight;
text=<icon=classIcon_ignisKnight><title=Ignis Knight><brAdj=>An infamous band of slash-and-burn mercenaries, the Ignis Knights have perfected their fiery and reckless fighting style.;


[ActorClass] name=Shiftcloak;
ID=shiftcloak;
selectableClass=true;
icon=classIcon_shiftcloak;
journalID=journal_shiftcloak;

description=A whirling cloak masks every movement and disorients foes.;
paletteUI=NES_Green_contrast;
paletteActionR=NES_Green_darker;
paletteActionG=NES_Orange;
paletteActionB=NES_DarkGrey;


actions=Sh_tumble;
actions=Sh_shadowSnap;
actions=Sh_whirl;
actions=Sh_shiftStab;
actions=Sh_suddenShot;
actions=Sh_backstepShot;
actions=Sh_delay;

supportAbilities=distractingPresence;
supportAbilities=adaptability;
supportAbilities=doubleReload;

ruinModeSupportAbility=distractingPresence;

relevantStats=TrueHPMax;
relevantStats=skill_Dagger;
relevantStats=skill_Bow;
relevantStats=skill_Aim;
relevantStats=skill_Wind;
--relevantStats=moveDistance;
relevantStats=jumpDistance;

requiredStat=rogue_XP_total;
requiredAmt=1200;
fReq=g:mask_shiftcloak;

bodyPart1=armR;
bodyPartSprite1=shiftcloak_armR;
bodyPart2=armL;
bodyPartSprite2=shiftcloak_armL;
bodyPart3=torso;
bodyPartSprite3=shiftcloak_torso;
[ActorClassEffect]  ID=shiftcloak; actorValue=PhysEva; magnitude=30; duration=-1;
[ActorClassEffect]  ID=shiftcloak; actorValue=MagEva; magnitude=25; duration=-1;
[ActorClassEffect]  ID=shiftcloak; actorValue=moveDistance; magnitude=1; duration=-1;
[ActorClassEffect]  ID=shiftcloak; actorValue=skill_Dagger; magnitude=1; duration=-1;
[ActorClassEffect]  ID=shiftcloak; actorValue=skill_Bow; magnitude=1; duration=-1;
[ActorClassEffect]  ID=shiftcloak; actorValue=skill_Aim; magnitude=1; duration=-1;
[ActorClassEffect]  ID=shiftcloak; actorValue=skill_Wind; magnitude=1; duration=-1;

[JournalEntry]
ID=journal_shiftcloak;
category=actorClass; halfPage=true;
title=Shiftcloak;
text=<icon=classIcon_shiftcloak><title=Shiftcloak><brAdj=>Evades, blinds, and disorients foes with amazing speed. Uses a cloak as misdirection and to conceal deadly weaponry.;




[ActorClass] name=Spell Archon;
ID=spellslinger;
selectableClass=true;
icon=classIcon_spellslinger;
journalID=journal_spellslinger;

description=Simultaneously strikes with magic and marksmanship.;
paletteUI=NES_Red_darker;
paletteActionR=NES_Orange_dark;
paletteActionG=NES_Purple;
paletteActionB=NES_Blue;

actions=Sp_fireImbue;
actions=Sp_iceImbue;
actions=Sp_elecImbue;
actions=Sp_windImbue;
actions=Sp_ruinImbue;
actions=Sp_disruptionShot;
actions=Sp_multiblast;

supportAbilities=imbueMomentum;
supportAbilities=residue;
supportAbilities=projectileMastery;

ruinModeSupportAbility=projectileMastery;

relevantStats=skill_Bow;
relevantStats=skill_Aim;
relevantStats=skill_Fire;
relevantStats=skill_Ice;
relevantStats=skill_Elec;
relevantStats=skill_Wind;
relevantStats=skill_Ruin;

requiredStat=ranger_XP_total;
requiredAmt=900;
requiredStat=sorcerer_XP_total;
requiredAmt=750;
fReq=g:mask_spellslinger;

bodyPart1=armR;
bodyPartSprite1=spellslinger_armR;
bodyPart2=armL;
bodyPartSprite2=spellslinger_armL;
bodyPart3=torso;
bodyPartSprite3=spellslinger_torso;
[ActorClassEffect]  ID=spellslinger; actorValue=PhysEva; magnitude=5; duration=-1;
[ActorClassEffect]  ID=spellslinger; actorValue=MagEva; magnitude=5; duration=-1;
[ActorClassEffect]  ID=spellslinger; actorValue=skill_Bow; magnitude=1; duration=-1;
[ActorClassEffect]  ID=spellslinger; actorValue=skill_Aim; magnitude=1; duration=-1;
[ActorClassEffect]  ID=spellslinger; actorValue=skill_Fire; magnitude=1; duration=-1;
[ActorClassEffect]  ID=spellslinger; actorValue=skill_Ice; magnitude=1; duration=-1;
[ActorClassEffect]  ID=spellslinger; actorValue=skill_Elec; magnitude=1; duration=-1;
[ActorClassEffect]  ID=spellslinger; actorValue=skill_Wind; magnitude=1; duration=-1;
[ActorClassEffect]  ID=spellslinger; actorValue=skill_Ruin; magnitude=1; duration=-1;

[JournalEntry]
ID=journal_spellslinger;
category=actorClass; halfPage=true;
title=Spell Archon;
text=<icon=classIcon_spellslinger><title=Spell Archon><brAdj=>Rains magic down on the enemy from afar, inflicting status effects as well as delivering raw power.;


[ActorClass] name=Bat Handler;
ID=bathandler;
selectableClass=true;
icon=classIcon_bathandler;
journalID=journal_bathandler;

description=Summons and controls powerful Zoar bats.;
paletteUI=NES_Redbrown_mix1;
paletteActionR=NES_Greyblue_mix2;
paletteActionG=NES_Red_contrast;
paletteActionB=NES_Purple_darker;

actions=Bat_summonZoar;
actions=Bat_zSwarm;
actions=Bat_zTorrent;
actions=Bat_tailwind;
actions=Bat_zoarnado;
actions=Bat_flight;
actions=Bat_zWing;

supportAbilities=batling;
supportAbilities=tamer;
supportAbilities=everswarm;


ruinModeSupportAbility=batling;

relevantStats=TrueHPMax;
relevantStats=skill_Sword;
relevantStats=skill_Axe;
relevantStats=skill_Hammer;
relevantStats=skill_Spear;
relevantStats=skill_Flail;
relevantStats=skill_Dagger;
relevantStats=skill_Fist;

requiredStat=scout_XP_total;
requiredAmt=1500;
requiredStat=rogue_XP_total;
requiredAmt=600;
requiredStat=scholar_XP_total;
requiredAmt=450;
fReq=g:mask_bathandler;

bodyPart1=armR;
bodyPartSprite1=bathandler_arm;
bodyPart2=armL;
bodyPartSprite2=bathandler_arm;
bodyPart3=torso;
bodyPartSprite3=bathandler_torso;
[ActorClassEffect]  ID=bathandler; actorValue=PhysAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=bathandler; actorValue=PhysDef; magnitude=1; duration=-1;
[ActorClassEffect]  ID=bathandler; actorValue=PhysEva; magnitude=10; duration=-1;
[JournalEntry]
ID=journal_bathandler;
category=actorClass; halfPage=true;
title=Bat Handler;
text=<icon=classIcon_bathandler><title=Bat Handler><brAdj=>Amasses a surprisingly strong and loyal army by training Zoar Bats. Can send waves of bats sweeping across the battlefield with a single command.;


[ActorClass] name=Enchanter;
ID=enchanter;
selectableClass=true;
icon=classIcon_enchanter;
journalID=journal_enchanter;

description=Mage-warrior who channels elements to augment weapons.;
paletteUI=NES_Brown;
paletteActionR=NES_Yellow_dark;
paletteActionG=NES_Red;
paletteActionB=NES_Blue;

actions=En_fireWpn;
actions=En_iceWpn;
actions=En_elecWpn;
actions=En_elementalFury;
actions=En_forceLunge;
actions=En_discharge;
actions=En_antipode;

supportAbilities=counterEnchant;
supportAbilities=essenceFlow;
supportAbilities=battleCaster;

ruinModeSupportAbility=battleCaster;

relevantStats=skill_Sword;
relevantStats=skill_Axe;
relevantStats=skill_Hammer;
relevantStats=skill_Spear;
relevantStats=skill_Flail;
relevantStats=skill_Fire;
relevantStats=skill_Ice;
relevantStats=skill_Elec;
relevantStats=skill_Wind;

requiredStat=warrior_XP_total;
requiredAmt=1300;
requiredStat=scholar_XP_total;
requiredAmt=1300;
fReq=g:mask_enchanter;

bodyPart1=armR;
bodyPartSprite1=enchanter_arm;
bodyPart2=armL;
bodyPartSprite2=enchanter_arm;
bodyPart3=torso;
bodyPartSprite3=enchanter_torso;
[ActorClassEffect]  ID=enchanter; actorValue=PhysAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=enchanter; actorValue=MagDef; magnitude=1; duration=-1;
[ActorClassEffect]  ID=enchanter; actorValue=skill_Fire; magnitude=1; duration=-1;
[ActorClassEffect]  ID=enchanter; actorValue=skill_Ice; magnitude=1; duration=-1;
[ActorClassEffect]  ID=enchanter; actorValue=skill_Elec; magnitude=1; duration=-1;
[ActorClassEffect]  ID=enchanter; actorValue=skill_Wind; magnitude=1; duration=-1;

[JournalEntry]
ID=journal_enchanter;
category=actorClass; halfPage=true;
title=Enchanter;
text=<icon=classIcon_enchanter><title=Enchanter><brAdj=>By channeling elements into weapons, the Enchanter can turn their team into an overwhelming storm of magic and metal.;


[ActorClass] name=Balancer;
ID=balancer;
selectableClass=true;
icon=classIcon_balance;
journalID=journal_balancer;

description=Elemental mage that supports allies and hinders foes.;
paletteUI=NES_Yellow_darker;
paletteActionR=NES_Yellow;
paletteActionG=NES_Red;
paletteActionB=NES_Teal;

actions=Ba_condensate;
actions=Ba_shock;
actions=Ba_stonefoot;
actions=Ba_force;
actions=Ba_warmth;
actions=Ba_iceSpikes;
actions=Ba_preserve;

supportAbilities=lifeMirror;
supportAbilities=geomancy;
supportAbilities=criticalPreserve;

ruinModeSupportAbility=lifeMirror;

relevantStats=TrueMPMax;
relevantStats=skill_Fire;
relevantStats=skill_Ice;
relevantStats=skill_Elec;
relevantStats=skill_Wind;
relevantStats=skill_Life;

requiredStat=sage_XP_total;
requiredAmt=450;
requiredStat=sorcerer_XP_total;
requiredAmt=450;
fReq=g:mask_balancer;

bodyPart1=armR;
bodyPartSprite1=balancer_arm;
bodyPart2=armL;
bodyPartSprite2=balancer_arm;
bodyPart3=torso;
bodyPartSprite3=balancer_torso;
[ActorClassEffect]  ID=balancer; actorValue=MagDef; magnitude=1; duration=-1;
[ActorClassEffect]  ID=balancer; actorValue=MagEva; magnitude=15; duration=-1;
[ActorClassEffect]  ID=balancer; actorValue=skill_Fire; magnitude=1; duration=-1;
[ActorClassEffect]  ID=balancer; actorValue=skill_Ice; magnitude=1; duration=-1;
[ActorClassEffect]  ID=balancer; actorValue=skill_Elec; magnitude=1; duration=-1;
[ActorClassEffect]  ID=balancer; actorValue=skill_Wind; magnitude=1; duration=-1;
[ActorClassEffect]  ID=balancer; actorValue=skill_Life; magnitude=1; duration=-1;

[JournalEntry]
ID=journal_balancer;
category=actorClass; halfPage=true;
title=Balancer;
text=<icon=classIcon_balance><title=Balancer><brAdj=>Uses the elements in subtle ways to cripple foes and aid allies. Balancers are true masters of versatility.;





[ActorClass] name=Gatekeeper;
ID=gatekeeper;
selectableClass=true;
icon=classIcon_gatekeeper;
journalID=journal_gatekeeper;

description=User of ancient and powerful Gate magic.;
paletteUI=NES_Purple_darker;
paletteActionR=NES_Purple_dark;
paletteActionG=NES_Orange;
paletteActionB=NES_Teal;

actions=gate;
actions=gate_magma;
actions=gate_storm;
actions=gate_flood;
actions=gate_sky;
actions=gate_avalanche;
actions=gate_void;

supportAbilities=sunGate;
supportAbilities=gateHand;
supportAbilities=realmsense;

--supportAbilities=escapeGate;
--supportAbilities=escapeGate_fake;


relevantStats=TrueHPMax;
relevantStats=TrueMPMax;
relevantStats=skill_Fire;
relevantStats=skill_Ice;
relevantStats=skill_Elec;
relevantStats=skill_Wind;

requiredStat=scholar_XP_total;
requiredAmt=1200;
requiredStat=unmaker_XP_total;
requiredAmt=600;
requiredStat=balancer_XP_total;
requiredAmt=600;
fReq=g:mask_gatekeeper;

bodyPart1=armR;
bodyPartSprite1=gatekeeper_armR;
bodyPart2=armL;
bodyPartSprite2=gatekeeper_armL;
bodyPart3=torso;
bodyPartSprite3=gatekeeper_torso;
[ActorClassEffect]  ID=gatekeeper; actorValue=PhysAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=gatekeeper; actorValue=MagAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=gatekeeper; actorValue=MagEva; magnitude=3; duration=-1;
[ActorClassEffect]  ID=gatekeeper; actorValue=skill_Fire; magnitude=1; duration=-1;
[ActorClassEffect]  ID=gatekeeper; actorValue=skill_Ice; magnitude=1; duration=-1;
[ActorClassEffect]  ID=gatekeeper; actorValue=skill_Elec; magnitude=1; duration=-1;
[ActorClassEffect]  ID=gatekeeper; actorValue=skill_Wind; magnitude=1; duration=-1;

[JournalEntry]
ID=journal_gatekeeper;
category=actorClass; halfPage=true;
title=Gatekeeper;
text=<icon=classIcon_gatekeeper><title=Gatekeeper><brAdj=>With their tremendous power of will, creates Gates that transport material and energy from one point to the other.;



[ActorClass] name=Warpblade;
ID=warpblade;
selectableClass=true;
icon=classIcon_warpblade;
journalID=journal_warpblade;

description=Combines Gate magic & martial prowess.;
paletteUI=NES_Purple_darker;
paletteActionR=NES_Purple_mix1;
paletteActionG=NES_Orange;
paletteActionB=NES_Teal;

actions=wb_swap;
actions=wb_trick;
actions=wb_cross;
actions=wb_slam;
actions=wb_barrage;
actions=wb_onslaught;
actions=wb_gateShield;

supportAbilities=warplash;
supportAbilities=gateleap;
supportAbilities=criticalGShield;




relevantStats=TrueHPMax;
relevantStats=TrueMPMax;
relevantStats=skill_Sword;
relevantStats=skill_Dagger;
relevantStats=skill_Axe;
relevantStats=skill_Hammer;
relevantStats=skill_Spear;
relevantStats=skill_Flail;
relevantStats=skill_Shield;

requiredStat=warrior_XP_total;
requiredAmt=800;
requiredStat=gatekeeper_XP_total;
requiredAmt=250;
fReq=g:mask_warpblade;

bodyPart1=armR;
bodyPartSprite1=warpblade_armR;
bodyPart2=armL;
bodyPartSprite2=warpblade_armL;
bodyPart3=torso;
bodyPartSprite3=warpblade_torso;
[ActorClassEffect]  ID=warpblade; actorValue=PhysAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=warpblade; actorValue=MagAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=warpblade; actorValue=MagEva; magnitude=3; duration=-1;
[ActorClassEffect]  ID=warpblade; actorValue=skill_Sword; magnitude=1; duration=-1;
[ActorClassEffect]  ID=warpblade; actorValue=skill_Axe; magnitude=1; duration=-1;
[ActorClassEffect]  ID=warpblade; actorValue=skill_Hammer; magnitude=1; duration=-1;
[ActorClassEffect]  ID=warpblade; actorValue=skill_Spear; magnitude=1; duration=-1;
[ActorClassEffect]  ID=warpblade; actorValue=skill_Flail; magnitude=1; duration=-1;
[JournalEntry]
ID=journal_warpblade;
category=actorClass; halfPage=true;
title=Warpblade;
text=<icon=classIcon_warpblade><title=Warpblade><brAdj=>Using Gate magic affords the Warpblade unparalleled reach and power when it comes to martial arts.;

[ActorClass] name=Gatemaster;
ID=gatemaster;
selectableClass=false;
icon=classIcon_gatemaster;
journalID=journal_gatemaster;

description=Lord of Gate magic.;
paletteUI=NES_Purple_darker;

actions=gate_hellfire;
actions=gate_void;
actions=gate_gale;
actions=gate_ash;
actions=gate_bolt;

supportAbilities=sunGate;
supportAbilities=gateHand;
supportAbilities=realmsense;

supportAbilities=escapeGate;
supportAbilities=escapeGate_fake;


relevantStats=TrueHPMax;
relevantStats=TrueMPMax;
relevantStats=skill_Fire;
relevantStats=skill_Ice;
relevantStats=skill_Elec;
relevantStats=skill_Wind;

requiredStat=gatekeeper_XP_total;
requiredAmt=9400;

bodyPart1=armR;
bodyPartSprite1=ekrast_armR;
bodyPart2=armL;
bodyPartSprite2=ekrast_armL;
bodyPart3=torso;
bodyPartSprite3=ekrast_torso;
[ActorClassEffect]  ID=gatemaster; actorValue=PhysAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=gatemaster; actorValue=MagAtk; magnitude=1; duration=-1;
[ActorClassEffect]  ID=gatemaster; actorValue=MagDef; magnitude=1; duration=-1;
[ActorClassEffect]  ID=gatemaster; actorValue=PhysEva; magnitude=5; duration=-1;
[ActorClassEffect]  ID=gatemaster; actorValue=MagEva; magnitude=15; duration=-1;
[ActorClassEffect]  ID=gatemaster; actorValue=skill_Fire; magnitude=1; duration=-1;
[ActorClassEffect]  ID=gatemaster; actorValue=skill_Ice; magnitude=1; duration=-1;
[ActorClassEffect]  ID=gatemaster; actorValue=skill_Elec; magnitude=1; duration=-1;
[ActorClassEffect]  ID=gatemaster; actorValue=skill_Wind; magnitude=1; duration=-1;
[ActorClassEffect]  ID=gatemaster; actorValue=skill_Life; magnitude=1; duration=-1;
[ActorClassEffect]  ID=gatemaster; actorValue=skill_Ruin; magnitude=1; duration=-1;

[JournalEntry]
ID=journal_gatemaster;
category=actorClass; halfPage=true;
title=Gatemaster;
text=<icon=classIcon_gatemaster><title=Gatemaster><brAdj=>Gatekeeper of amazing skill & power. Can summon energy & essence in amounts normal Gatekeepers couldn't dream of.;
