MonsterGirlQuest Wiki
MonsterGirlQuest Wiki

Intermediate Races are the second tier of races available in Monster Girl Quest! Paradox RPG. With Intermediate Races, the player can start making deeper choices around their character and personalize them in more diverse ways. Most Basic Races unlock around three Intermediate Races. Usually it's a choice between something like, "Do you want your character to fulfill a support or damage role?", 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 a certain role or fulfill some sort of hybrid function. 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 have grown strong enough, you'll move onto Advanced Races.

Demonoid

Prerequisites: Demonoid Orb, Human, Noble Yoma, Elder Youkai, Night Emperor

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.

HP 140% MP 130% SP 100%
Attack 140% Defense 125% Magic 140%
Willpower 125% Agility 130% Dexterity 120%
  • Equip: Character-dependent
  • Skills: Sword, Scythe, Unarmed, Black Magic, Time Magic, Dark, Demon Arts
  • Passive: Equip Scythe, Sword Mastery, Scythe Mastery, Magic Mastery, Contract of Darkness
Elemental Resistances
Physical 100% Pleasure 100%
Fire 50% Ice 50%
Lightning 50% Wind 50%
Earth 50% Water 50%
Holy 75% Dark 75%
Bio 50% Sonic 50%
Status Resistances
Instant Death NULL Ascension NULL
Climax 50% Bind 25%
Poison 25% Blind 25%
Silence 25% Confusion 25%
Sleep 25% Paralysis 25%
Burn NULL Freeze NULL
Shock NULL Slow 25%
Stop 25% Minimum 25%
Zombie NULL Petrification NULL
Digestion 25% Stun 50%
Slimed 50% Horny 50%
Trance 50% Seduction 50%
Incontinence 50%

Learned Skills and Abilities

  • Lvl 2: Death Blade - Scythe Skill (320%*3 Att or Mag), Target: Foe
  • Lvl 2: Hades Blast - Scythe Skill (680% Att or Mag), Target: All Foes, Effect: Death (25%)
  • Lvl 3: Scythe Booster 15% - Combat Ability (When a Scythe is equipped, deal +15% damage with normal attacks, Scythe skills, Multiweapon skills, and Dark skills.)
  • Lvl 3: Dark Booster 15% - Magic Ability (Deal +15% Dark damage.)
  • Lvl 4: Contract of Darkness - Special Ability (Skills that sacrifice health have 1/2 HP cost.)
  • Lvl 4: Physical Damage Resist - Defense Ability (Reduce Physical damage taken by 25%.)
  • Lvl 5: Heavy Attack - Combat Ability (All skills have *2 SP cost, but user has +50% Attack.)
  • Lvl 6: Demon Flame Dance - Dark Skill (Fire/Dark 1000% Att or Mag), Target: All Foes, Effect: Ignore Def, Auto-Hit
  • Lvl 6: Demon Ice Burial - Dark Skill (Ice/Dark 1000% Att or Mag), Target: All Foes, Effect: Ignore Def, Auto-Hit
  • Lvl 6: Demon Thunder Dust - Dark Skill (Lightning/Dark 1000% Att or Mag), Target: All Foes, Effect: Ignore Def, Auto-Hit
  • Lvl 7: Scythe Booster 30% - Combat Ability (When a Scythe is equipped, deal +30% damage with normal attacks, Scythe skills, Multiweapon skills, and Dark skills.)
  • Lvl 7: Dark Booster 30% - Magic Ability (Deal +30% Dark damage.)
  • Lvl 8: Reaper's Requiem - Scythe Skill (940% Att or Mag), Target: All Foes, Effect: Death (50%)
  • Lvl 8: Physical Booster 15% - Combat Ability (Deal +15% Physical damage.)
  • Lvl 9: Physical Converter - Combat Ability (User gains +50% Attack and Defense, but -50% Magic and Willpower.)
  • Lvl 10: Evil Black Palm - Dark Skill (1800% Att or Mag) Target: Foe, Effect: Ignore Def, Auto-Hit

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.

HP 110% MP 115% SP 100%
Attack 110% Defense 105% Magic 120%
Willpower 115% Agility 90% Dexterity 120%
  • Equip: Clothes, Breastplates,Robes, Dresses, Skimpy, Hats, Magic Hats, Bucklers
  • Skills: Black Magic, Summoning, Slime, Tentacle
  • Passive: MP Regen 1%, Mag Eva +20%
Elemental Resistances
Physical 100% Pleasure 100%
Fire 50% Ice 50%
Lightning 50% Wind 125%
Earth 125% Water 125%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death NULL Ascension 125%
Climax 100% Bind 100%
Poison 75% Blind 75%
Silence 125% Confusion 125%
Sleep 75% Paralysis 75%
Burn 100% Freeze 100%
Shock 100% Slow 125%
Stop 125% Minimum 125%
Zombie NULL Petrification 125%
Digestion 75% Stun 100%
Slime 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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
  • lvl 3: Magic +20% - Magic Ability
  • 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
  • lvl 6: Worm Shot - Tentacle (Magical/Physical 660% ^ of Mag, Dex), Target: Foe, Effect: +
  • lvl 7: Drain Strike - Combat Ability
  • lvl 8: Sweet Tentacle - Summoning (Pleasure 260% Mag), Target: 4 Random Foes, Effect: Bind (50%)
  • lvl 9: MP Regen 2% - Special Ability
  • 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.

HP 120% MP 120% SP 100%
Attack 120% Defense 115% Magic 120%
Willpower 115% Agility 125% Dexterity 110%
  • 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
Elemental Resistances
Physical 100% Pleasure 100%
Fire 25% Ice 75%
Lightning 75% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 75% Sonic 75%
Status Resistances
Instant Death 75% Ascension 100%
Climax 75% Bind 75%
Poison 75% Blind 75%
Silence 75% Confusion 75%
Sleep 75% Paralysis 75%
Burn NULL Freeze 50%
Shock 50% Slow 75%
Stop 75% Minimum 75%
Zombie 75% Petrification 75%
Digestion 75% Stun 75%
Slime 75% Horny 75%
Trance 75% Seduction 75%
Incontinence 75%

Learned Skills and Abilities

  • lvl 2: Triplé Juge - 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
  • lvl 3: Nullify Burn - Defense Ability
  • lvl 4: Resist Fire 50% - Defense Ability
  • 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: Forti Tria - Rapier Skill (Fire 144% Att+Agi), Target: 3 Random Foes, Effect: +
  • lvl 8: Burn Strike 10% - Job Ability
  • lvl 9: Fire Booster 15% - Magic Ability
  • lvl 9: Demon Arts Booster +15% - Special Ability
  • 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.

HP 110% MP 125% SP 100%
Attack 110% Defense 105% Magic 125%
Willpower 120% Agility 120% Dexterity 115%
  • 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
Elemental Resistances
Physical 100% Pleasure 100%
Fire 25% Ice 75%
Lightning 75% Wind 100%
Earth 100% Water 100%
Holy 100% Dark 125%
Bio 75% Sonic 75%
Status Resistances
Instant Death 100% Ascension 50%
Climax 75% Bind 75%
Poison 75% Blind 75%
Silence 75% Confusion 75%
Sleep 75% Paralysis 75%
Burn NULL Freeze 50%
Shock 50% Slow 75%
Stop 75% Minimum 75%
Zombie 75% Petrification 75%
Digestion 75% Stun 75%
Slime 75% Horny 75%
Trance 75% Seduction 75%
Incontinence 75%

Learned Skills and Abilities

  • lvl 2: Heal - White Magic (Magical 150% Will), Target: Ally, Effect: HP Recovery
  • lvl 2: Prière - Rapier Skill (Fire 264% Att+Agi), Target: Foe, Effect: +
  • lvl 3: Willpower +20% - Defense Ability
  • 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
  • lvl 6: Demon Eyes of Recovery - Demon Arts, Target: Ally, Effect: Cure Status
  • lvl 7: Kerav Tria - Rapier Skill (Lightning 144% Att+Agi), Target: 3 Random Foes, Effect: +
  • lvl 8: Mass Heal - 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
  • lvl 9: Recovery Booster 15% - Magic Ability
  • lvl 10: Sun Sphere - Demon Arts (Holy 660% ^ of Mag, Will), Target: All Foes

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.

HP 125% MP 100% SP 100%
Attack 125% Defense 115% Magic 100%
Willpower 105% Agility 125% Dexterity 100%
  • 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%
Elemental Resistances
Physical 100% Pleasure 125%
Fire 25% Ice 75%
Lightning 75% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 75% Sonic 75%
Status Resistances
Instant Death 75% Ascension 100%
Climax 100% Bind 75%
Poison 75% Blind 100%
Silence 75% Confusion 100%
Sleep 100% Paralysis 100%
Burn NULL Freeze 50%
Shock 50% Slow 75%
Stop 75% Minimum 75%
Zombie 75% Petrification 75%
Digestion 75% Stun 75%
Slime 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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
  • 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
  • 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: Pagos Tria - 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
  • 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.

HP 115% MP 105% SP 100%
Attack 110% Defense 100% Magic 110%
Willpower 100% Agility 110% Dexterity 115%
  • 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
Elemental Resistances
Physical 100% Pleasure 100%
Fire 100% Ice 25%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 25% Ascension 75%
Climax 75% Bind 75%
Poison 75% Blind 75%
Silence 75% Confusion 75%
Sleep 75% Paralysis 75%
Burn 75% Freeze NULL
Shock 75% Slow 75%
Stop 75% Minimum 125%
Zombie 25% Petrification 100%
Digestion 75% Stun 75%
Slime 75% Horny 75%
Trance 75% Seduction 75%
Incontinence 75%

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
  • lvl 4: Crystal Scythe - Scythe Skill (Ice 440% ^ of Att, Mag), Target: All Foes, Effect: +
  • lvl 5: Ice Strike - Combat Ability
  • 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
  • lvl 9: Ice Booster 15% - Magic Ability
  • lvl 9: Demon Arts Booster +15% - Special Ability
  • 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.

HP 125% MP 75% SP 100%
Attack 125% Defense 125% Magic 80%
Willpower 90% Agility 80% Dexterity 80%
  • 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%
Elemental Resistances
Physical 100% Pleasure 150%
Fire 125% Ice 100%
Lightning 125% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 50% Ascension 100%
Climax 150% Bind 100%
Poison 100% Blind 100%
Silence 100% Confusion 100%
Sleep 100% Paralysis 100%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 150%
Zombie 50% Petrification 125%
Digestion 100% Stun 100%
Slime 150% Horny 150%
Trance 150% Seduction 150%
Incontinence 150%

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 Slayer
  • lvl 3: HP +20% - Combat Ability
  • lvl 3: Frozen Club - Club Skill (Ice 380% Att), Target: Foe
  • lvl 3: Resist Freeze - Defense Ability
  • lvl 4: Attack +20% - Combat Ability
  • 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
  • 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
  • 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

Yasha

Prerequisites: Demi-Human, Eastern Book of Secrets

A Youkai that possesses multiple arms, each wielding a weapon to deliver unending slashes. Despite their lackluster defense, a Yasha can learn mighty sword skills and learn to attack twice for overwhelming power.

HP 100% MP 80% SP 100%
Attack 115% Defense 85% Magic 85%
Willpower 85% Agility 115% Dexterity 120%
  • Equip: Clothes, Gi, Breastplates, Armor, Dresses, Skimpy, Hats, Helmets, Heavy Helmets, Bucklers, Shields, Heavy Shields
  • Skills: Katana, Multiweapon, Demon Arts
  • Passive: Dual-Wield, Eva +10%
Elemental Resistances
Physical 100% Pleasure 100%
Fire 100% Ice 100%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 25% Ascension 75%
Climax 75% Bind 75%
Poison 75% Blind 75%
Silence 75% Confusion 75%
Sleep 75% Paralysis 75%
Burn 75% Freeze 75%
Shock 75% Slow 75%
Stop 75% Minimum 100%
Zombie 25% Petrification 100%
Digestion 75% Stun 75%
Slime 75% Horny 75%
Trance 75% Seduction 75%
Incontinence 75%

Learned Skills and Abilities

  • lvl 2: Moonlight Ice Slash - Katana (Ice 228% Att+Dex) Target: Foe Effect: Freeze (75%), +20% Hit
  • lvl 3: Resist Ice 50% - Defense Ability
  • lvl 4: Branch Slash - Katana (Physical 192% Att+Dex) Target: Foe Effect: Plant Slayer, +20% Hit
  • lvl 5: Freeze Strike 10% - Job Ability
  • lvl 6: Eight Hand Caress - Demon Arts (Pleasure 240% ^ of All Stats) Target: Foe Effect: Horny (50%), 120% Hit, No Crit
  • lvl 7: Plant Slayer - Combat Ability
  • lvl 8: Iainuki - Katana (Physical 264% Att+Dex) Target: All Foes Effect: +20% Hit
  • lvl 8: Hack To Pieces - Multiweapon (Physical 300%*3 Att) Target: Foe Effect: +20% Hit
  • lvl 9: Double Attack - Combat Ability
  • lvl 9: Equip: Katana - Combat Ability
  • lvl 10: Eight Armed Decapitation - Multiweapon (Physical 240% Att) Target: 4 Random Foes Effect +20% Hit

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.

HP 100% MP 115% SP 100%
Attack 95% Defense 95% Magic 115%
Willpower 105% Agility 120% Dexterity 120%
  • 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%
Elemental Resistances
Physical 100% Pleasure 25%
Fire 100% Ice 100%
Lightning 100% Wind 25%
Earth 150% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 100% Ascension 100%
Climax 50% Bind 100%
Poison 100% Blind 100%
Silence 125% Confusion 100%
Sleep 100% Paralysis 100%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 100%
Slime 25% Horny 25%
Trance 25% Seduction 25%
Incontinence 25%

Learned Skills and Abilities

  • lvl 2: Laughing Gend - Sexcraft (Pleasure 500% ^ of Dex, Mag), Target: Foe, Effect: Horny (50%)
  • lvl 3: Dexterity +20% - Job Ability
  • lvl 4: Tin Cyrus - Sexcraft (Pleasure 580% ^ of Dex, Mag), Target: Foe, Effect: Slimed (50%)
  • lvl 5: Trance Strike 10% - Job Ability
  • lvl 5: Climax Strike 10% - Job Ability
  • lvl 6: Equip: Sex Toy - Job Ability
  • 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
  • lvl 10: Energy Drain - Sexcraft (Pleasure 1000% ^ of Dex, Mag), Target: Foe, Effect: Bind (50%), HP Drain 100%

Succubus Monk

Prerequisites: Imp

A rare Succubus who has devoted her body and life to fighting, gaining high offensive power. Despite being a Succubus, she can throw powerful punches and whip out sharp slaps as well as she can milk enemies dry.

HP 110% MP 90% SP 100%
Attack 120% Defense 95% Magic 95%
Willpower 95% Agility 120% Dexterity 105%
  • 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%
Elemental Resistances
Physical 100% Pleasure 50%
Fire 100% Ice 100%
Lightning 100% Wind 25%
Earth 150% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 100% Ascension 100%
Climax 25% Bind 100%
Poison 100% Blind 125%
Silence 100% Confusion 100%
Sleep 100% Paralysis 100%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 100%
Slime 25% Horny 25%
Trance 25% Seduction 25%
Incontinence 25%

Learned Skills and Abilities

  • lvl 2: Succubus Slap - Unarmed Skill (Physical 228% Dex+Agi), Target: Foe, Effect: +
  • lvl 3: Agility +20% - Job Ability
  • lvl 3: Horny Strike 10% - Job Ability
  • lvl 4: Milking Demon Palm - Unarmed Skill, Target: Foe, Effect: Gives Milk
  • lvl 5: Resist Climax - Defense Ability
  • lvl 6: Rush Slap - Unarmed Skill (Physical 108%*4 Dex+Agi), Target: Foe, Effect: +
  • lvl 7: Equip: Fist - Combat Ability
  • lvl 7: Pleasure Strike - Combat Ability
  • 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
  • lvl 10: Flash Caress - Unarmed Skill (Pleasure 440% ^ of Dex, Agi), Target: All Foes

Succubus Witch

Prerequisites: Imp

A talented Succubus mage who has mastered lewd sorcery, in addition to powerful Wind and Black Magic spells. She can also learn to use her Demon Eyes to inflict pleasure status ailments, although she has lackluster defense, like other mages.

HP 95% MP 120% SP 100%
Attack 90% Defense 95% Magic 120%
Willpower 115% Agility 110% Dexterity 115%
  • 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%
Elemental Resistances
Physical 100% Pleasure 50%
Fire 100% Ice 100%
Lightning 100% Wind 25%
Earth 150% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 100% Ascension 100%
Climax 25% Bind 100%
Poison 100% Blind 100%
Silence 125% Confusion 100%
Sleep 100% Paralysis 100%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 100%
Slime 25% Horny 25%
Trance 25% Seduction 25%
Incontinence 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
  • lvl 3: Gel - Black Magic (Pleasure 500% Mag), Target: All Foes, Effect: Slimed (75%)
  • lvl 4: MP +20% - Magic Ability
  • 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
  • lvl 9: Wind Booster 15% - Magic Ability
  • 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.

HP 115% MP 110% SP 100%
Attack 120% Defense 110% Magic 115%
Willpower 110% Agility 115% Dexterity 120%
  • 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
Elemental Resistances
Physical 100% Pleasure 100%
Fire 150% Ice 100%
Lightning 25% Wind 100%
Earth 100% Water 100%
Holy 150% Dark 100%
Bio 100% Sonic 150%
Status Resistances
Instant Death NULL Ascension 150%
Climax 100% Bind 100%
Poison 150% Blind NULL
Silence 150% Confusion 150%
Sleep 150% Paralysis 150%
Burn 150% Freeze 100%
Shock NULL Slow 150%
Stop 150% Minimum 150%
Zombie NULL Petrification 150%
Digestion 100% Stun 150%
Slime 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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
  • lvl 4: Dexterity +20% - Job Ability
  • 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
  • lvl 9: Demon Arts Booster +15% - Special Ability
  • lvl 10: Demonic Lightning - Demon Arts (Lightning 660% ^ of Mag, Dex), Target: All Foes

Vampire Magus

Prerequisites: Vampire

A Vampire mage with high magical potential who is proficient in a wide variety of area-of-effect elemental spells. They are also able to inflict status ailments on their enemies with their demon eyes and their defenses are surprisingly high for magic users, making them dependable allies.

HP 105% MP 115% SP 100%
Attack 90% Defense 100% Magic 120%
Willpower 120% Agility 105% Dexterity 115%
  • 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
Elemental Resistances
Physical 100% Pleasure 100%
Fire 150% Ice 100%
Lightning 25% Wind 100%
Earth 100% Water 100%
Holy 150% Dark 100%
Bio 100% Sonic 150%
Status Resistances
Instant Death NULL Ascension 150%
Climax 100% Bind 100%
Poison 150% Blind NULL
Silence 150% Confusion 150%
Sleep 150% Paralysis 150%
Burn 150% Freeze 100%
Shock NULL Slow 150%
Stop 150% Minimum 150%
Zombie NULL Petrification 150%
Digestion 100% Stun 150%
Slime 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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
  • lvl 3: Resist Shock - Defense Ability
  • lvl 4: MP +20% - Magic Ability
  • lvl 4: Shock Strike 10% - Job Ability
  • 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
  • lvl 10: Demonic Lightning - Demon Arts (Lightning 660% ^ of Mag, Dex), Target: All Foes

Vampire Shinobi

Prerequisites: Vampire, Book of Eastern Secrets

A Vampire who has trained in the ways of the Shinobi, boasting unrivaled physical strength and magical power. They can infuse preexisting ninjutsu with their demonic magic, creating brand new techniques. Their attack power is worthy of a Ninja, but their defense is no different from a mage.

HP 105% MP 90% SP 100%
Attack 110% Defense 90% Magic 110%
Willpower 90% Agility 120% Dexterity 120%
  • Equip: Clothes, Armor, Robes, Dresses, Hats, Helmets, Magic Hat
  • Skills: Dagger, Dark, Ninjutsu, Demon Arts
  • Passive: Dual-Wield, Eva +20%, Null Lightning/Dea/Bli/Sho/Zom
Elemental Resistances
Physical 100% Pleasure 100%
Fire 150% Ice 100%
Lightning 25% Wind 100%
Earth 100% Water 100%
Holy 150% Dark 100%
Bio 100% Sonic 150%
Status Resistances
Instant Death NULL Ascension 150%
Climax 100% Bind 100%
Poison 125% Blind NULL
Silence 125% Confusion 125%
Sleep 125% Paralysis 125%
Burn 150% Freeze 100%
Shock NULL Slow 125%
Stop 125% Minimum 125%
Zombie NULL Petrification 125%
Digestion 75% Stun 125%
Slime 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

Learned Skills and Abilities

  • lvl 2: Ninja Art: Fire Veil - Ninjutsu (Fire 580% ^ of Att, Dex), Target: All Foes
  • lvl 2: Ninja Art: Shadow Stitch - Ninjutsu (Physical 580% ^ of Att, Dex), Target: Foe, Effect: Paralysis (75%), +120% Hit
  • lvl 3: Evasion +20% - Defense Ability
  • lvl 4: Ninja Art: Windmill - Ninjutsu (Wind 580% ^ of Att, Dex) Target: All Foes, Effect: +100% Hit
  • lvl 5: Magic Evasion +20% - Defense Ability
  • lvl 6: Ninja Art: Rock Slide - Ninjutsu (Earth 580% ^ of Att, Dex) Target: All Foes, Effect: 100% Hit
  • lvl 7: Healing Wave - Ninjutsu (100% Dex) Target: All Allies, Effect: HP Recovery
  • lvl 7: Ninja Art: Smoke Screen - Ninjutsu, +2000 Speed, Target: All Allies, Effect: Flee Battle
  • lvl 8: Ninja Art: Poison Storm - Ninjutsu (Bio 580% ^ of Att, Dex) Target: All Foes, Effect: Poison (50%), 100% Hit
  • lvl 8: Equip: Ninja Sword - Combat Ability
  • lvl 9: Stop Strike 10% - Job Ability
  • lvl 10: Ninja Art: Ice Dragon - Ninjutsu (Ice 580% ^ of Att, Dex) Target: All Foes, Effect: Freeze (10%), 100% Hit

High Mermaid

Prerequisites: Mermaid

A high-ranked Mermaid capable of sweeping away hordes of enemies with tsunamis. With knowledge of water magic and healing spells, the high Mermaid makes for a powerful support mage.

HP 110% MP 120% SP 100%
Attack 95% Defense 105% Magic 120%
Willpower 120% Agility 100% Dexterity 115%
  • 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
Elemental Resistances
Physical 100% Pleasure 100%
Fire 100% Ice 100%
Lightning 150% Wind 100%
Earth 150% Water NULL
Holy 125% Dark 100%
Bio 100% Sonic NULL
Status Resistances
Instant Death 100% Ascension 100%
Climax 100% Bind 125%
Poison 100% Blind 100%
Silence 125% Confusion NULL
Sleep NULL Paralysis 100%
Burn 100% Freeze 100%
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 100%
Slime 100% Horny 100%
Trance 100% Seduction NULL
Incontinence 100%

Learned Skills and Abilities

  • lvl 2: Mass Heal - 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
  • 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: Mass Cure - 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
  • lvl 9: Ocean Booster 15% - Special Ability
  • 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

Pirate Mermaid

Prerequisites: Mermaid, Oceanic Business Permit

A Mermaid who excels in swordsmanship that has chosen to walk the Pirate's path. With her unique Piracy and Sword skills, songs that drive allies berserk and the ability to call upon a hurricane, the Pirate Mermaid is a powerful frontline combatant.

HP 125% MP 90% SP 100%
Attack 120% Defense 120% Magic 100%
Willpower 110% Agility 100% Dexterity 85%
  • Equip: Clothes, Breastplates, Armor, Robes, Hats, Helmet, Magic Hats Fancy Caps, Bucklers, Shield
  • Skills: White Magic, Pirating, Singing, Ocean
  • Passive: Sleep Strike 5%, SP Cost 75%, Sea Strength, Null Water/Sonic/Con/Sle/Sed
Elemental Resistances
Physical 100% Pleasure 100%
Fire 75% Ice 75%
Lightning 150% Wind 75%
Earth 150% Water NULL
Holy 125% Dark 100%
Bio 100% Sonic NULL
Status Resistances
Instant Death 100% Ascension 100%
Climax 100% Bind 125%
Poison 100% Blind 100%
Silence 125% Confusion NULL
Sleep NULL Paralysis 100%
Burn 100% Freeze 100%
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 100%
Slime 100% Horny 100%
Trance 100% Seduction NULL
Incontinence 100%
  • lvl 2: Merrow Slash - Piracy (Water 660% ^ of Att, Dex, Agi) Target: Foe Effect: Physical Counter 50%, 120% Hit
  • lvl 3: Attack +20% - Combat Ability
  • lvl 3: Resist Confusion - Defense Ability
  • lvl 4: Pirate's Song - Singing, Target: All Allies Effect: Berserk
  • lvl 5: Resist Water 50% - Defense Ability
  • lvl 6: Mermaid Cannon - Piracy (Fire 660% ^ of Att, Dex, Agi) Target: All Foes Effect: Burn (10%), Mermaid Cannon, 120% Hit
  • lvl 7: Plunder - Piracy (Physical 480% ^ of Att, Dex, Agi) Target: Foe Effect: Steal, Physical Counter 50%, 120% Hit
  • lvl 7: Water Strke - Combat Ability
  • lvl 8: Sleep Strike 10% - Job Ability
  • lvl 9: SP Cost 75% - Job Ability
  • lvl 9: Water Booster 15% - Magic Ability
  • lvl 10: Hurricane - Piracy (Wind/Water 580% ^ of Mag, Dex) Target: All Foes Effect: Physical Counter 50%, 100% Hit

Mermaid Merchant

Prerequisites: Business Permit, Mermaid

A well-respected Mermaid who does business with humans, trading gold for goods and vice versa. Despite her poor survival abilities, the Mermaid Merchant can wield her Mercantile skills to provide support.

HP 125% MP 85% SP 100%
Attack 95% Defense 120% Magic 95%
Willpower 100% Agility 100% Dexterity 120%
  • 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%
Elemental Resistances
Physical 100% Pleasure 100%
Fire 100% Ice 100%
Lightning 150% Wind 100%
Earth 150% Water NULL
Holy 125% Dark 100%
Bio 100% Sonic NULL
Status Resistances
Instant Death 100% Ascension 100%
Climax 100% Bind 100%
Poison 100% Blind 100%
Silence 125% Confusion NULL
Sleep NULL Paralysis 100%
Burn 100% Freeze 100%
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 100%
Slime 100% Horny 100%
Trance 100% Seduction NULL
Incontinence 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
  • 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
  • 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
  • lvl 7: Buy SP - Mercantile, Target: User, Effect: 100% SP Recovery
  • lvl 8: Traveler - Mercantile (Steps Taken/20), Target: Foe
  • lvl 9: Gold Drop +100% - Special Ability (Acquire +100% gold from combat.)
  • lvl 9: Sonic Booster 15% - Magic Ability
  • 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

A high-ranked Elf with exceptional skill with a Bow. With arrows that impair enemies and lewd skills to pleasure them, a High Elf is a capable fighter.

HP 110% MP 105% SP 100%
Attack 110% Defense 105% Magic 110%
Willpower 105% Agility 120% Dexterity 120%
  • 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%
Elemental Resistances
Physical 100% Pleasure 150%
Fire 100% Ice 100%
Lightning 100% Wind 50%
Earth 50% Water 50%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 75% Ascension 75%
Climax 150% Bind 100%
Poison 75% Blind 75%
Silence 75% Confusion 75%
Sleep 75% Paralysis 75%
Burn 50% Freeze 50%
Shock 50% Slow 100%
Stop 100% Minimum 100%
Zombie 75% Petrification 75%
Digestion 75% Stun 75%
Slime 150% Horny 150%
Trance 150% Seduction 150%
Incontinence 150%

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
  • lvl 3: Hit Rate +10% - Combat Ability
  • 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
  • lvl 7: Sleep Arrow - Bow Skill (Physical 192% Att+Dex), Target: Foe, Effect: Sleep (75%)
  • lvl 8: Equip: Bow - Combat Ability
  • lvl 8: Elf Paizuri - Sexcraft (Pleasure 660% Dex), Target: Foe, Effect: Trance (50%)
  • lvl 9: Bow Booster 15% - Combat Ability
  • lvl 10: Multiple Arrow - Bow Skill (Physical 144%*3 Att+Dex), Target: Foe, Effect: +

Forest Elf

Prerequisite: Elf

An Elf related to Fairies, capable of manipulating the forces of nature. By communicating with the forest, she can call upon natural energies to heal allies and strike enemies down.

HP 110% MP 110% SP 100%
Attack 100% Defense 100% Magic 120%
Willpower 110% Agility 115% Dexterity 115%
  • 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%
Elemental Resistances
Physical 100% Pleasure 150%
Fire 100% Ice 100%
Lightning 100% Wind 25%
Earth 25% Water 25%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 75% Ascension 75%
Climax 150% Bind 100%
Poison 75% Blind 75%
Silence 75% Confusion 75%
Sleep 75% Paralysis 75%
Burn 50% Freeze 50%
Shock 50% Slow 100%
Stop 100% Minimum 100%
Zombie 75% Petrification 75%
Digestion 75% Stun 75%
Slime 150% Horny 150%
Trance 150% Seduction 150%
Incontinence 150%

Learned Skills and Abilities

  • lvl 2: Slicing Gust - 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
  • 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 body and soul have been stained by darkness, wielding a sword instead of a bow. Despite the weak defense, a Dark Elf excels with physical strength and can use magic to summon tentacles.

HP 105% MP 110% SP 100%
Attack 115% Defense 100% Magic 120%
Willpower 100% Agility 115% Dexterity 110%
  • 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%
Elemental Resistances
Physical 100% Pleasure 150%
Fire 100% Ice 100%
Lightning 100% Wind 50%
Earth 50% Water 50%
Holy 125% Dark 75%
Bio 100% Sonic 100%
Status Resistances
Instant Death 50% Ascension 100%
Climax 150% Bind 100%
Poison 75% Blind 75%
Silence 75% Confusion 75%
Sleep 75% Paralysis 75%
Burn 50% Freeze 50%
Shock 50% Slow 100%
Stop 100% Minimum 100%
Zombie 75% Petrification 75%
Digestion 75% Stun 75%
Slimed 150% Horny 150%
Trance 150% Seduction 150%
Incontinence 150%

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
  • lvl 4: Kiss of Ecstasy - Sexcraft (Pleasure 480% Dex), Target: Foe, Effect: Trance (75%)
  • lvl 4: Resist Horny - Defense Ability
  • lvl 5: Resist Fire 50% - Defense Ability
  • lvl 5: Resist Ice 50% - Defense Ability
  • lvl 5: Resist Lightning 50% - Defense Ability
  • lvl 6: Magic Reflection +30% - Defense Ability
  • 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 headless knight, closely related to Elves, who can learn powerful Sword skills. The Dullahan can amplify their power using Spellblade skills and attack twice with her head and body.

HP 120% MP 85% SP 100%
Attack 120% Defense 120% Magic 90%
Willpower 100% Agility 110% Dexterity 90%
  • 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
Elemental Resistances
Physical 100% Pleasure 150%
Fire 100% Ice 100%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 75% Ascension 75%
Climax 150% Bind 100%
Poison 75% Blind 100%
Silence 75% Confusion 100%
Sleep 100% Paralysis 75%
Burn 75% Freeze 75%
Shock 75% Slow 75%
Stop 75% Minimum 75%
Zombie 75% Petrification 75%
Digestion 75% Stun 75%
Slime 150% Horny 150%
Trance 150% Seduction 150%
Incontinence 150%

Learned Skills and Abilities

  • lvl 2: Spellblade Fire - Spellblade, Target: User, Effect: Fire Strike (for 10 turns)
  • lvl 2: Spellblade Blizzard - Spellblade, Target: User, Effect: Ice Strike (for 10 turns)
  • lvl 2: Spellblade Thunder - Spellblade, Target: User, Effect: Lightning Strike (for 10 turns)
  • lvl 2: Bloody Fissure Thunder Thrust - Sword Skill (Lightning 360% Att), Target: Foe, Effect: +1000 Speed, +
  • lvl 3: Attack +20% - Combat Ability
  • 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
  • lvl 6: Resist Instant Death - Defense Ability
  • lvl 7: Lewd Draining Hair - Demon Arts (Pleasure 580% ^ of Mag, Dex), Target: Foe, Effect: HP Drain 50%
  • lvl 8: Equip: Helmet - Defense Ability
  • lvl 8: Equip: Shield - Defense Ability)
  • 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 superior fairy that has increased its affinity with the power of wind. As a result of her link with nature, she has gained a further increase in magic power including healing skills and dances that call down tornadoes. However, her defenses are fragile and frontline combat is ill-advised.

HP 55% MP 120% SP 100%
Attack 80% Defense 55% Magic 130%
Willpower 130% Agility 120% Dexterity 110%
  • 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%
Elemental Resistances
Physical 100% Pleasure 100%
Fire 100% Ice 100%
Lightning 100% Wind NULL
Earth 25% Water 25%
Holy 100% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 50% Ascension 50%
Climax 100% Bind 25%
Poison 50% Blind 50%
Silence 100% Confusion 150%
Sleep 100% Paralysis 50%
Burn 50% Freeze 50%
Shock 50% Slow 100%
Stop 100% Minimum NULL
Zombie NULL Petrification NULL
Digestion 100% Stun 100%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

Learned Skills and Abilities

  • lvl 2: Wind - Black Magic (Wind 320% Mag), Target: Foe
  • lvl 2: Magic +20% - Magic Ability
  • lvl 2: Nullify Silence - Defense Ability
  • 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
  • lvl 9: Wind Booster 15% - Magic Ability
  • 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 who has adapted to using the Earth element, granting her improved attack and defense power. The Earth Sprite can wield Axes and Clubs in direct combat, but at the cost of lower magical capabilities.

HP 120% MP 80% SP 100%
Attack 120% Defense 120% Magic 75%
Willpower 75% Agility 100% Dexterity 115%
  • 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%
Elemental Resistances
Physical 100% Pleasure 100%
Fire 100% Ice 100%
Lightning 100% Wind 25%
Earth NULL Water 25%
Holy 100% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 50% Ascension 50%
Climax 100% Bind 25%
Poison 50% Blind 100%
Silence 50% Confusion 100%
Sleep 100% Paralysis 50%
Burn 50% Freeze 50%
Shock 50% Slow 100%
Stop 100% Minimum NULL
Zombie NULL Petrification NULL
Digestion 100% Stun 100%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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
  • lvl 3: Attack +20% - Combat Ability
  • lvl 3: Earthquake - Nature Skill (Earth 500% ^ of Mag, Def), Target: All Foes
  • lvl 4: Equip: Club - Combat Ability
  • 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
  • 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
  • lvl 8: Earth Booster 15% - Magic Ability
  • 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 who has accepted Darkness into her heart to attain powerful attack magic. A Dark Fairy loves to gamble and is capable of Summoning the beast known as Pegasus.

HP 80% MP 120% SP 100%
Attack 85% Defense 65% Magic 130%
Willpower 125% Agility 120% Dexterity 120%
  • 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%
Elemental Resistances
Physical 100% Pleasure 100%
Fire 75% Ice 75%
Lightning 75% Wind 50%
Earth 50% Water 50%
Holy 125% Dark 75%
Bio 100% Sonic 100%
Status Resistances
Instant Death 25% Ascension 100%
Climax 100% Bind 25%
Poison 50% Blind 50%
Silence 100% Confusion 150%
Sleep 100% Paralysis 50%
Burn 50% Freeze 50%
Shock 50% Slow 100%
Stop 100% Minimum NULL
Zombie NULL Petrification NULL
Digestion 100% Stun 100%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 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
  • 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
  • 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 strong Slime capable of creating a clone of herself and using her body as a weapon. She can attack groups of enemies at once with Throwing skills; however, her magic and elemental defense are very poor.

HP 115% MP 85% SP 100%
Attack 100% Defense 120% Magic 85%
Willpower 90% Agility 90% Dexterity 110%
  • Equip: Shells, Robes, Fancy Caps
  • Skills: Throwing, Slime
  • Passive: Slime Strike 20%, Boomerang Booster 20%, Null Water/Bin/Par/Zom/Sli, Res Dig 50%
Elemental Resistances
Physical 75% Pleasure 100%
Fire 150% Ice 150%
Lightning 150% Wind 125%
Earth 125% Water NULL
Holy 150% Dark 125%
Bio 150% Sonic 100%
Status Resistances
Instant Death 150% Ascension 150%
Climax 100% Bind NULL
Poison 150% Blind 150%
Silence 150% Confusion 150%
Sleep 150% Paralysis NULL
Burn 125% Freeze 125%
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie NULL Petrification 150%
Digestion 50% Stun 150%
Slimed NULL Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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
  • lvl 3: Slimed Strike 10% - Job Ability
  • 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
  • lvl 10: Soft Body - Defense Ability (Nullify attacks of 200 damage or less.)

Heal Slime

Prerequisites: Slime

A gentle Slime that heals others by activating the metabolism in their bodies. Despite her lackluster attack power, the Heal Slime's [Aqua Shield], as well as her healing and other support skills are top notch.

HP 105% MP 90% SP 100%
Attack 95% Defense 120% Magic 110%
Willpower 110% Agility 90% Dexterity 100%
  • 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%
Elemental Resistances
Physical 75% Pleasure 100%
Fire 150% Ice 150%
Lightning 150% Wind 125%
Earth 125% Water NULL
Holy 125% Dark 125%
Bio 150% Sonic 100%
Status Resistances
Instant Death 150% Ascension 75%
Climax 100% Bind NULL
Poison 150% Blind 150%
Silence 150% Confusion 150%
Sleep 150% Paralysis NULL
Burn 125% Freeze 125%
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie NULL Petrification 150%
Digestion 50% Stun 150%
Slimed NULL Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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
  • 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
  • lvl 10: Slime Raise - Slime Skill, Target: Ally, Effect: Revive (20% HP), Slimed (25%)

Carnivorous Slime

Prerequisites: Slime

A Slime that has developed a taste for devouring live creatures by wrapping them up in her slime and digesting them whole. The Carnivorous Slime can coat enemies in her juices using her boomerang or through counter-attacks; as a last resort, she can self-destruct to cause considerable damage.

HP 115% MP 85% SP 100%
Attack 110% Defense 115% Magic 85%
Willpower 90% Agility 90% Dexterity 100%
  • Equip: Shells, Robes, Fancy Caps
  • Skills: Throwing, Slime
  • Passive: Digestion Strike 10%, Boomerang Booster 20%, Null Water/Bin/Par/Zom/Dig/Sli
Elemental Resistances
Physical 75% Pleasure 100%
Fire 150% Ice 150%
Lightning 150% Wind 125%
Earth 125% Water NULL
Holy 150% Dark 125%
Bio 150% Sonic 100%
Status Resistances
Instant Death 150% Ascension 150%
Climax 100% Bind NULL
Poison 150% Blind 150%
Silence 150% Confusion 150%
Sleep 150% Paralysis NULL
Burn 125% Freeze 125%
Shock NULL Slow 100%
Stop 100% Minimum 100%
Zombie NULL Petrification 150%
Digestion NULL Stun 150%
Slimed NULL Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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
  • lvl 3: Resist Slimed - Defense Ability
  • 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
  • lvl 8: Slime Counter - Combat Ability (Pleasure 200% Dex), Target: Foe, Effect: Slimed (50%)
  • lvl 9: Slime Booster 15% - Special Ability
  • lvl 10: Slime Self Destruct - Slime Skill (Physical 700% Current HP), Target: All Foes

Lunatic Beast

Prerequisites: Beast

A strong Beast who goes on a rampage to tear her enemies apart. To make up for their lackluster Agility, the Lunatic Beast can go berserk at will to gain massive power at the cost of losing control.

HP 110% MP 80% SP 100%
Attack 125% Defense 95% Magic 80%
Willpower 90% Agility 100% Dexterity 85%
  • Equip: Fang, Breastplates, Fancy Caps
  • Skills: Beast
  • Passive: Counter 25%, Crit +30%, Eva +20%, Fang Booster 20%
Elemental Resistances
Physical 100% Pleasure 150%
Fire 100% Ice 100%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 150% Sonic 150%
Status Resistances
Instant Death 125% Ascension 125%
Climax 150% Bind 125%
Poison 150% Blind 150%
Silence 100% Confusion 100%
Sleep 150% Paralysis 150%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 150% Petrification 125%
Digestion 100% Stun 125%
Slimed 100% Horny 150%
Trance 150% Seduction 150%
Incontinence 150%

Learned Skills and Abilities

  • lvl 2: Attack +20% - Combat Ability
  • 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 Fellatio - Beast Skill (Pleasure 580% ^ of Att, 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
  • 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 with overwhelming speed, capable of taking down enemies with consecutive combo attacks. The Speed Beast's blinding speed allows her to effortlessly evade attacks and steal the enemy's items in a blink of an eye.

HP 100% MP 85% SP 100%
Attack 105% Defense 90% Magic 85%
Willpower 90% Agility 120% Dexterity 120%
  • Equip: Fang, Breastplates, Fancy Caps
  • Skills: Thievery, Beast
  • Passive: Blind Strike 10%, Counter 50%, Crit +15%, Eva +30%, Fang Booster 20%
Elemental Resistances
Physical 100% Pleasure 125%
Fire 100% Ice 100%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 150% Sonic 150%
Status Resistances
Instant Death 125% Ascension 125%
Climax 125% Bind 125%
Poison 150% Blind 150%
Silence 100% Confusion 150%
Sleep 150% Paralysis 150%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 150% Petrification 125%
Digestion 100% Stun 125%
Slimed 125% Horny 125%
Trance 125% Seduction 125%
Incontinence 125%

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 Slayer
  • lvl 3: Agility +20% - Job Ability
  • lvl 3: Blind Strike 10% - Job Ability
  • 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
  • lvl 10: Beast Hammer - Beast Skill (Physical 204%*3 Att+Agi), Target: Foe, Effect: +

Minotaur

Prerequisites: Gallian Tribe's Teachings, Warrior, Beast

Famous half-bull creatures, legendary for their strength and their power with an Axe. The Minotaur's defense is substantial, making her a sturdy physical fighter for the frontline of a battlefield; however, her agility and magic defense are lacking, so take caution when facing enemies with speed and magic.

HP 120% MP 80% SP 100%
Attack 125% Defense 120% Magic 75%
Willpower 100% Agility 85% Dexterity 85%
  • Equip: Gi, Breastplates, Hats, Fancy Caps
  • Skills: Axe, Club, Flail, Beast
  • Passive: Crit +30%
Elemental Resistances
Physical 100% Pleasure 150%
Fire 100% Ice 100%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 150% Sonic 150%
Status Resistances
Instant Death 125% Ascension 125%
Climax 150% Bind 125%
Poison 150% Blind 150%
Silence 100% Confusion 150%
Sleep 150% Paralysis 150%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 150% Petrification 125%
Digestion 100% Stun 125%
Slimed 150% Horny 100%
Trance 150% Seduction 150%
Incontinence 150%

Learned Skills and Abilities

  • lvl 2: Violent Axe - Axe Skill (Physical 440% Att), Target: Foe
  • lvl 3: HP +20% - Combat Ability
  • lvl 3: Attack +20% - Combat Ability
  • 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
  • lvl 8: Last Gasp Crit Rate +50% - Combat Ability
  • 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 monster with the body of a horse, possessing outstanding speed and high combat capabilities. To make up for her poor defense, the Centaur develops great evasion and learns many Spear skills, allowing her to charge into battle.

HP 100% MP 85% SP 100%
Attack 110% Defense 100% Magic 90%
Willpower 95% Agility 125% Dexterity 100%
  • Equip: Gi, Breastplates, Armor, Hats, Helmets, Fancy Caps, Bucklers, Shields
  • Skills: Rapier, Spear, Beast
  • Passive: Crit +15%, Eva +30%
Elemental Resistances
Physical 100% Pleasure 150%
Fire 100% Ice 100%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 150% Sonic 150%
Status Resistances
Instant Death 125% Ascension 125%
Climax 150% Bind 125%
Poison 150% Blind 150%
Silence 100% Confusion 150%
Sleep 150% Paralysis 150%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 150% Petrification 125%
Digestion 100% Stun 125%
Slimed 150% Horny 150%
Trance 150% Seduction 150%
Incontinence 100%

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
  • lvl 3: Magic Counter +30% - Combat Ability
  • lvl 4: Fox Hunt - Spear Skill (Physical 228% Att+Agi), Target: Foe, Effect: Kitsune Slayer
  • lvl 5: Kitsune Slayer - Combat Ability
  • 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
  • lvl 9: Equip: Spear - Combat Ability
  • lvl 9: Resist Stop - Defense Ability
  • 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 monster with a cat's body, boasting excellent agility and fighting sense hidden under the disguise of a lax attitude. To make up for her poor defense, the Nekomata learns amazing Unarmed attacks, unique Dancing skills, and develops incredible evasion.

HP 115% MP 85% SP 100%
Attack 115% Defense 95% Magic 80%
Willpower 95% Agility 120% Dexterity 90%
  • Equip: Fang, Gi, Breastplate, Hat, Fancy Cap
  • Skills: Unarmed, Dancing, Beast
  • Passive: Counter +50%, Blind Strike 10%, Crit +15%, Eva +20%, Fang Booster 20%
Elemental Resistances
Physical 100% Pleasure 150%
Fire 50% Ice 100%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 150% Sonic 150%
Status Resistances
Instant Death 125% Ascension 125%
Climax 150% Bind 125%
Poison 150% Blind 150%
Silence 100% Confusion 150%
Sleep 150% Paralysis 150%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 150% Petrification 125%
Digestion 100% Stun 125%
Slimed 150% Horny 150%
Trance 150% Seduction 150%
Incontinence 150%

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 who has gathered a large amount of spiritual energy, possessing high magical power. The Mid-Rank Kitsune is a reliable fighter with high resistance to ailments, using her characteristic tails to attack in conjunction with her Ninjutsu and Taoism skills.

HP 110% MP 120% SP 100%
Attack 105% Defense 110% Magic 120%
Willpower 120% Agility 105% Dexterity 115%
  • 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%
Elemental Resistances
Physical 100% Pleasure 100%
Fire 100% Ice 100%
Lightning 100% Wind 150%
Earth 25% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 50% Ascension 75%
Climax 100% Bind 100%
Poison 75% Blind 75%
Silence 75% Confusion 75%
Sleep 75% Paralysis 75%
Burn 50% Freeze 50%
Shock 50% Slow 75%
Stop 75% Minimum 125%
Zombie 75% Petrification 125%
Digestion 75% Stun 75%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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
  • lvl 3: Earth Strike - Combat Ability
  • lvl 4: Resist Earth 50% - Defense Ability
  • 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
  • lvl 10: Kitsune Storm Talisman - Taoism (Earth 640% ^ of Mag, Dex), Target: All Foes, Effect: Confusion (75%)

Bestial Kitsune

Prerequisites: Kitsune

A Kitsune who has reverted back to her bestial origins, losing some magical capabilities in favor of superior strength. The Bestial Kitsune fights with her powerful fangs and claws, using first-class speed to avoid attacks at a high rate.

HP 120% MP 95% SP 100%
Attack 120% Defense 100% Magic 100%
Willpower 110% Agility 120% Dexterity 105%
  • 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%
Elemental Resistances
Physical 100% Pleasure 100%
Fire 100% Ice 100%
Lightning 100% Wind 150%
Earth 25% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 50% Ascension 75%
Climax 100% Bind 100%
Poison 75% Blind 100%
Silence 75% Confusion 100%
Sleep 100% Paralysis 75%
Burn 50% Freeze 50%
Shock 50% Slow 75%
Stop 75% Minimum 125%
Zombie 100% Petrification 125%
Digestion 75% Stun 100%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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
  • 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
  • lvl 9: Fang Booster 15% - Combat Ability
  • lvl 9: Beast Booster 15% - Special Ability
  • lvl 10: Rampage - Beast Skill (Physical 280% Att), Target: 4 Random Foes, Effect: +

Kitsune Geisha

Prerequisites: Kitsune

A Kitsune trained in the ways of a geisha, able to Sing, Dance, and Cook her way through battle. The Kitsune Geisha is not much of a fighter, but with her skill with a Fan and her other abilities, she is a strong support companion.

HP 105% MP 110% SP 100%
Attack 100% Defense 95% Magic 115%
Willpower 115% Agility 115% Dexterity 120%
  • 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%
Elemental Resistances
Physical 100% Pleasure 75%
Fire 100% Ice 100%
Lightning 100% Wind 150%
Earth 25% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 50% Ascension 75%
Climax 75% Bind 100%
Poison 75% Blind 75%
Silence 75% Confusion 75%
Sleep 75% Paralysis 75%
Burn 50% Freeze 50%
Shock 50% Slow 75%
Stop 75% Minimum 100%
Zombie 75% Petrification 100%
Digestion 75% Stun 75%
Slimed 75% Horny 75%
Trance 75% Seduction 75%
Incontinence 75%

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
  • 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 Lamia who enjoys the cruelty of constricting her prey before swallowing them whole. With her strong defense and her ability to wield flails as if they were her own tail, the Boa Lamia is a powerful frontline fighter.

HP 120% MP 95% SP 100%
Attack 120% Defense 175% Magic 105%
Willpower 110% Agility 80% Dexterity 105%
  • 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%
Elemental Resistances
Physical 75% Pleasure 100%
Fire 100% Ice 150%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 125% Ascension 125%
Climax 100% Bind 25%
Poison 100% Blind 100%
Silence 100% Confusion 100%
Sleep 150% Paralysis 100%
Burn 100% Freeze 125%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 25%
Digestion 100% Stun 25%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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
  • lvl 4: Flicking Fellatio - Snake Skill (Pleasure 580% ^ of Dex, Def), Target: Foe, Effect: Slimed (50%)
  • lvl 5: Scylla Slayer - Flail Skill (Physical 380% Att), Target: All Foes, Effect: Scylla Slayer
  • lvl 6: Scylla Slayer - Combat Ability
  • 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
  • lvl 10: Grand Drive - Flail Skill (Physical 440% Att), Target: All Foes

Lamia Nun

Prerequisites: Lamia

A Lamia who has achieved the power to heal through devotion to her faith. True to her nature as a Lamia, she can restrain enemies with her tail in a gentle hug; although the Lamia Nun is a capable physical fighter, she is more proficient at magic, allowing her to fight as a magician using holy spells.

HP 110% MP 120% SP 100%
Attack 100% Defense 150% Magic 115%
Willpower 150% Agility 80% Dexterity 110%
  • 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%
Elemental Resistances
Physical 75% Pleasure 100%
Fire 100% Ice 150%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 150% Ascension 50%
Climax 100% Bind 25%
Poison 100% Blind 100%
Silence 100% Confusion 100%
Sleep 150% Paralysis 100%
Burn 100% Freeze 125%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 25%
Digestion 100% Stun 25%
Slimed 100% Sensitivity 100%
Ecstasy 100% Temptation 100%
Incontinence 100%

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
  • lvl 4: Resist Stun - Defense Ability
  • 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: Recovery 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 with a gentle heart who trained both her mind and body to become a miko. With her powerful flail skills and dances that can drive nature wild, the Snake Miko can stand her ground against anybody.

HP 100% MP 100% SP 100%
Attack 100% Defense 150% Magic 120%
Willpower 125% Agility 110% Dexterity 120%
  • 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%
Elemental Resistances
Physical 75% Pleasure 75%
Fire 100% Ice 150%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 125% Ascension 125%
Climax 75% Bind 25%
Poison 100% Blind 100%
Silence 100% Confusion 100%
Sleep 150% Paralysis 100%
Burn 100% Freeze 125%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 25%
Digestion 100% Stun 25%
Slimed 75% Horny 75%
Trance 75% Seduction 75%
Incontinence 75%

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
  • 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
  • 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 who has snakes for hair rather than a serpentine lower body, possessing the ability to petrify foes with a glance. Despite not being able to wear hats and helmets because of the snakes in her hair, the Medusa can learn and execute powerful Flail skills to mow down enemies.

HP 110% MP 105% SP 100%
Attack 115% Defense 150% Magic 120%
Willpower 100% Agility 100% Dexterity 110%
  • Equip: Clothes, Gi, Breastplates, Armor, Robes, Skimpy, Bucklers, Shields
  • Skills: Flail, Demon Arts, Snake
  • Passive: Counter 50%
Elemental Resistances
Physical 75% Pleasure 100%
Fire 100% Ice 125%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 125% Ascension 125%
Climax 100% Bind 25%
Poison 100% Blind 100%
Silence 125% Confusion 100%
Sleep 100% Paralysis 100%
Burn 100% Freeze 125%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification NULL
Digestion 100% Stun 25%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

Learned Skills and Abilities

  • lvl 2: Petrifying Strike - Special Skill (Physical 580% Att), Target: Foe, Effect: Petrify (75%)
  • lvl 3: Attack +20% - Combat Ability
  • lvl 3: Counter +30% - Combat Ability
  • lvl 4: Deadly Mace - Flail Skill (Physical 380% Att), Target: All Foes
  • lvl 5: Resist Petrify - Defense Ability
  • 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
  • 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
  • lvl 10: Heavy Cannon - Flail Skill (Physical 440% Att), Target: Foe

High Scylla

Prerequisites: Scylla

A highly trained Scylla who has improved her skill with Tentacles, launching continuous attacks to deal significant damage to her enemies. Although her low defenses make her rather fragile, the High Scylla is able to use her many tentacles to pleasure her enemies with gentle caresses.

HP 105% MP 90% SP 100%
Attack 95% Defense 85% Magic 90%
Willpower 95% Agility 85% Dexterity 120%
  • 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%
Elemental Resistances
Physical 100% Pleasure 100%
Fire 100% Ice 100%
Lightning 150% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 125% Ascension 125%
Climax 100% Bind 50%
Poison 100% Blind 150%
Silence 100% Confusion 100%
Sleep 100% Paralysis 150%
Burn 100% Freeze 100%
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 125%
Slimed NULL Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

Learned Skills and Abilities

  • lvl 2: Dexterity +20% - Job Ability
  • 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 Slayer, 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
  • lvl 10: Double Attack - Combat Ability

Scylla Samurai

Prerequisites: Scylla, Book of Eastern Secrets

A Scylla trained in the ways of the Samurai, wielding multiple swords in her tentacles and annihilating groups of enemies with a storm of slashes. The Scylla Samurai learns skills that can hinder enemies as well as strike down groups of them with a single attack. However, she leaves herself vulnerable on the battlefield by focusing everything into attack.

HP 110% MP 85% SP 100%
Attack 120% Defense 80% Magic 80%
Willpower 90% Agility 95% Dexterity 115%
  • Equip: Clothes, Gi, Breastplates, Armor, Robes, Skimpy, Hats, Helmet, Fancy Caps
  • Skills: Katana, Multiweapon, Tentacle
  • Passive: Dual-Wield, Double Attack, Res Bin 50%, Null Sli
Elemental Resistances
Physical 100% Pleasure 100%
Fire 100% Ice 100%
Lightning 150% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 125% Ascension 125%
Climax 100% Bind 50%
Poison 100% Blind 150%
Silence 100% Confusion 100%
Sleep 100% Paralysis 150%
Burn 100% Freeze 100%
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 125%
Slimed NULL Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

Learned Skills and Abilities

  • lvl 2: Rampant Slicing - Multiweapon (Physical 240% Att) Target: Allies & Foes Effect: 5 SP Recovery, -10% Hit
  • lvl 3: Attack +20% - Combat Abilty
  • lvl 4: Three Step Decapitation - Katana (Physical 144%*3 Att+Dex) Target: Foe, Effect: +20% Hit
  • lvl 4: Initial Resolve - Special, Target: User Effect: Boosts the power of normal attacks
  • lvl 5: Resist Blind - Defense Ability
  • lvl 6: Four Bladed Pulverizer - Multiweapon (Physical 240%*4 Att) Target: Foe Effect: +20% Hit
  • lvl 7: Resist Confusion - Defense Ability
  • lvl 8: Iainuki - Katana (Physical 264% Att+Dex) Target: All Foes Effect: +20% Hit
  • lvl 8: Seppuku - Katana, Target: User Effect: Purges 80% of your own HP to restore all of your SP
  • lvl 9: Random Attack - Combat Ability
  • lvl 9: Equip: Katana - Combat Ability
  • lvl 10: Eight-Phase Barrage - Katana (Physical 72% Att+Dex) Target: 8 Random Foes Effect: +20% Hit

Scylla Maid

Prerequisites: Maid Permit, Scylla

A Scylla who has been trained as a maid, using her tentacles to Service both allies and enemies. To compensate for her low stats excluding Dexterity, the Scylla Maid has useful healing abilities with her Maid skills, making her a capable support unit.

HP 100% MP 90% SP 100%
Attack 85% Defense 80% Magic 90%
Willpower 90% Agility 100% Dexterity 120%
  • Equip: Clothes, Gi, Breastplates, Robes, Skimpy, Hats, Fancy Caps
  • Skills: Service, Tentacle
  • Passive: Triple Attack, Eva +10%, Res Bin 50%, Null Sli
Elemental Resistances
Physical 100% Pleasure 100%
Fire 100% Ice 100%
Lightning 150% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 125% Ascension 125%
Climax 100% Bind 50%
Poison 100% Blind 150%
Silence 100% Confusion 100%
Sleep 100% Paralysis 150%
Burn 100% Freeze 100%
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 125%
Slimed NULL Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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
  • 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
  • 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
  • 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 enormous wings that allow her to fly at exceptional speeds and avoid enemy attacks. While the Wing Harpy's combat ability isn't high, she is well suited to provide support with her Dance skills and ability to steal items from enemies.

HP 90% MP 105% SP 100%
Attack 100% Defense 75% Magic 110%
Willpower 85% Agility 130% Dexterity 120%
  • Equip: Clothes, Gi, Skimpy, Hats, Fancy Caps
  • Skills: Fan, Thievery, Dancing, Wing
  • Passive: Eva/Mag Eva +40%, Res Wind 25%, Fan Booster +20
Elemental Resistances
Physical 100% Pleasure 100%
Fire 100% Ice 100%
Lightning 100% Wind 25%
Earth 150% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 100% Ascension 100%
Climax 100% Bind 125%
Poison 100% Blind 100%
Silence 100% Confusion 150%
Sleep 100% Paralysis 100%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 100%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

Learned Skills and Abilities

  • lvl 2: Evasion +20% - Defense Ability
  • lvl 3: Steal Material - Thievery Skill, Target: Foe, Effect: Steal
  • lvl 3: Agility +20% - Job Ability
  • 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
  • lvl 10: Chaotic Theft - Thievery Skill, Target: 4 Random Foes, Effect: Steal

Harpy Knight

Prerequisites: Harpy

An unconventional Harpy who trains in the ways of a Knight, overwhelming enemies with a barrage of spear thrusts augmented by her tremendous speed. The Harpy Knight is capable of using her unique Warrior's Dance to enhance her offensive strength, however her defense is low despite the ability to equip breastplates.

HP 110% MP 85% SP 100%
Attack 120% Defense 120% Magic 85%
Willpower 110% Agility 120% Dexterity 100%
  • Equip: Clothes, Gi, Breastplates, Armor, Skimpy, Hats, Helmets, Fancy Caps
  • Skills: Spear, Thievery, Dancing, Wing
  • Passive: Eva/Mag Eva +30%, Res Wind 50%
Elemental Resistances
Physical 100% Pleasure 150%
Fire 100% Ice 100%
Lightning 100% Wind 50%
Earth 150% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 100% Ascension 100%
Climax 150% Bind 100%
Poison 100% Blind 100%
Silence 100% Confusion 150%
Sleep 100% Paralysis 100%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 100%
Slimed 150% Horny 150%
Trance 150% Seduction 150%
Incontinence 150%

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
  • lvl 3: Resist Stun - Defense Ability
  • 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 Slayer
  • lvl 7: Equip: Helm - Defense Skill
  • lvl 7: Equip: Shield - Defense Skill
  • lvl 8: First Lunge - Spear Skill, Target: User, Effect: First Lunge (5 turns)
  • lvl 9: Equip: Spear - Combat Ability
  • lvl 10: Sky Twin - Spear Skill (Physical 264% Att+Agi), Target: All Foes

Avis

Prerequisites: Harpy

A Harpy who acts and fights like a rabid beast, using her high physical prowess to rip enemies apart with tooth and talon. The Aevis can strike at foes with great gusts of wind and even breathe fire; however, she sacrifices magical capabilities to supplement her incredible combat prowess.

HP 120% MP 85% SP 100%
Attack 125% Defense 100% Magic 85%
Willpower 90% Agility 120% Dexterity 80%
  • 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%
Elemental Resistances
Physical 100% Pleasure 100%
Fire 50% Ice 100%
Lightning 100% Wind 25%
Earth 150% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 100% Ascension 100%
Climax 100% Bind 100%
Poison 100% Blind 100%
Silence 100% Confusion 150%
Sleep 100% Paralysis 100%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 100%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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
  • lvl 3: Double Bite - Beast Skill (Physical 400%*2 Att), Target: Foe, Effect: +
  • lvl 4: Resist Fire 50% - Defense Ability
  • lvl 4: Early Bird - Wing Skill (Physical 580% ^ of Att, Agi), Target: Foe, Effect: Beast/Insect Slayer
  • lvl 5: Flame Breath - Breath Skill (Fire 580% ^ of Att, Mag, Dex), Target: All Foes
  • lvl 6: Land-Dweller Slayer - Combat Ability
  • lvl 6: Insect Slayer - Combat Ability
  • lvl 7: Glider Spike - Wing Skill (Physical 660% ^ of Att, Agi), Target: Foe, Effect: +
  • lvl 8: Equip: Fang - Combat Ability
  • lvl 9: Fang Booster 15% - Combat Ability
  • lvl 10: Inferno Breath - Breath Skill (Fire 1000% ^ of Att, Mag, Dex), Target: All Foes

Dragonkin

Prerequisites: Dragon

A Dragon who has developed a humanoid body, retaining her physical superiority. With knowledge of Unarmed and Sword skills coupled with an ability that charges SP at twice the normal speed, the Dragonkin is an encouraging ally to have.

HP 125% MP 110% SP 100%
Attack 125% Defense 115% Magic 110%
Willpower 110% Agility 105% Dexterity 85%
  • 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
Elemental Resistances
Physical 100% Pleasure 150%
Fire NULL Ice 50%
Lightning 50% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 50% Ascension 50%
Climax 150% Bind 50%
Poison 50% Blind 50%
Silence 50% Confusion 50%
Sleep 50% Paralysis 50%
Burn 50% Freeze 50%
Shock 50% Slow 100%
Stop 100% Minimum 100%
Zombie 50% Petrification 50%
Digestion 50% Stun 50%
Slimed 150% Horny 150%
Trance 150% Seduction 150%
Incontinence 150%

Learned Skills and Abilities

  • lvl 2: Drain Slayer - Unarmed Skill (Physical 228% Att+Agi), Target: Foe, Effect: Succubus/Vampire Slayer
  • lvl 3: HP +20% - Combat Ability
  • 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
  • lvl 6: Ultra Dragon Slash - Sword Skill (Physical 680% Att), Target: Foe, Effect: +
  • lvl 6: Succubus Slayer - Combat Ability
  • lvl 7: Great Flame Fist - Unarmed Skill (Fire 264% Att+Agi), Target: Foe, Effect: +
  • lvl 8: Vampire Slayer - Combat Ability
  • lvl 9: Double SP Charge - Special Ability
  • lvl 10: Heat Wave - Sword Skill (Physical 580% Att), Target: All Foes, Effect: +

Wyvern

Prerequisites: Dragon

A Dragon whose body is closer to her ancestors, possessing wings like the others, but able to fly in the sky above. By breathing intense flames, summoning gusts of wind to destroy enemies, and possessing high melee capabilities, the Wyvern is a powerful aerial force.

HP 130% MP 95% SP 100%
Attack 125% Defense 120% Magic 100%
Willpower 115% Agility 120% Dexterity 85%
  • 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%
Elemental Resistances
Physical 100% Pleasure 150%
Fire NULL Ice 50%
Lightning 50% Wind NULL
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 50% Ascension 50%
Climax 150% Bind 50%
Poison 50% Blind 50%
Silence 50% Confusion 50%
Sleep 50% Paralysis 50%
Burn NULL Freeze 50%
Shock 50% Slow 100%
Stop 100% Minimum 100%
Zombie 50% Petrification 50%
Digestion 50% Stun 50%
Slimed 150% Horny 150%
Trance 150% Seduction 150%
Incontinence 150%

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
  • lvl 4: Resist Burn - Defense Ability
  • lvl 5: Burn Strike 10% - Job Ability
  • lvl 6: Gale - Wing Skill (Wind 660% ^ of Dex, Agi), Target: All Foes
  • lvl 7: Fang Booster 15% - Combat Ability
  • lvl 8: Wind Booster 15% - Magic Ability
  • lvl 9: Fire Booster 15% - Magic Ability
  • lvl 10: Inferno Breath - Breath Skill (Fire 1000% ^ of Att,Mag,Dex), Target: All Foes

Sea Dragon

Prerequisites: Dragon

A Dragon born in the sea who is infamous among seafarers for their ability to cause tsunamis and freeze everything with their breath. With her high defense and possession of more magical power than regular dragons, the Sea Dragon is a very active fighter in many aspects.

HP 125% MP 110% SP 100%
Attack 120% Defense 120% Magic 115%
Willpower 120% Agility 110% Dexterity 100%
  • 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%
Elemental Resistances
Physical 100% Pleasure 150%
Fire 50% Ice NULL
Lightning 50% Wind 100%
Earth 100% Water NULL
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 50% Ascension 50%
Climax 150% Bind 50%
Poison 50% Blind 50%
Silence 50% Confusion 50%
Sleep 50% Paralysis 50%
Burn 50% Freeze NULL
Shock 50% Slow 100%
Stop 100% Minimum 100%
Zombie 50% Petrification 50%
Digestion 50% Stun 50%
Slimed 150% Horny 150%
Trance 150% Seduction 150%
Incontinence 150%

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
  • lvl 3: Willpower +20% - Defense Ability
  • lvl 4: Freeze Strike 10% - Job Ability
  • lvl 4: Resist Freeze - Defense Ability
  • lvl 5: Equip: Fang - Combat Ability
  • lvl 6: Tsunami - Nature Skill (Water 500% ^ of Mag, Will), Target: All Foes
  • lvl 7: Water Booster 15% - Magic Ability
  • lvl 8: Rampage - Beast Skill (Physical 280% Att), Target: 4 Random Foes, Effect: +
  • lvl 8: Ice Booster 15% - Magic Ability
  • lvl 9: Breath Booster 15% - Special Ability
  • lvl 9: Sea Strength - Special Ability
  • lvl 10: Freezing Breath - Breath Skill (Ice 660% ^ of Att,Mag, Dex), Target: All Foes

High Land-Dweller

Prerequisites: Land-Dweller

A high-ranking Land-Dweller whose toughed body is capable of many feats of combat. The High Land-Dweller's exceptional vitality, coupled with her ability to breathe flames and produce strong toxins makes her a balanced fighter.

HP 120% MP 100% SP 100%
Attack 120% Defense 115% Magic 105%
Willpower 105% Agility 110% Dexterity 100%
  • Equip: Clothes, Breastplates, Shell, Robes, Hats, Fancy Caps, Bucklers
  • Skills: Slime, Beast, Tentacle, Breath
  • Passive: Super Metabolism, Null Bio/Poi
Elemental Resistances
Physical 100% Pleasure 100%
Fire 100% Ice 100%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio NULL Sonic 100%
Status Resistances
Instant Death 100% Ascension 100%
Climax 100% Bind 100%
Poison NULL Blind 100%
Silence 100% Confusion 100%
Sleep 100% Paralysis 100%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 100%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

Learned Skills and Abilities

  • lvl 2: Roar - Beast Skill, Target: All Foes, Effect: Stun (75%)
  • lvl 3: HP +20% - Combat Ability
  • lvl 4: Bio Mist - Tentacle (Bio 580% ^ of Att, Dex), Target: All Foes, Effect: Poison (75%)
  • lvl 5: Super Metabolism - Special Ability
  • 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
  • lvl 9: Bio Booster 15% - Magic Ability
  • lvl 10: Rampage - Beast Skill (Physical 280% Att), Target: 4 Random Foes, Effect: +

Leech

Prerequisites: Land-Dweller

A Land-Dweller who uses her mucus-covered body as a weapon. The Leech can use her unique body to bring pleasure to her enemies, and resist strong blows thanks to her high defense.

HP 110% MP 90% SP 100%
Attack 105% Defense 120% Magic 95%
Willpower 100% Agility 95% Dexterity 100%
  • 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
Elemental Resistances
Physical 50% Pleasure 100%
Fire 100% Ice 100%
Lightning 150% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio NULL Sonic 100%
Status Resistances
Instant Death 100% Ascension 100%
Climax 100% Bind 100%
Poison NULL Blind 100%
Silence 100% Confusion 100%
Sleep 100% Paralysis 100%
Burn 100% Freeze 100%
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 100%
Slimed NULL Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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
  • lvl 3: Resist Slimed - Defense Ability
  • 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
  • lvl 6: Soft Body - Special Skill, Target: User, Effect: Def Up, Null Damage <= 200 (4 turns)
  • lvl 7: Slime Counter - Slime Skill (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
  • lvl 10: Sticky Hell - Slime Skill (Pleasure 660% Dex), Target: All Foes, Effect: Slimed (75%)

Monster Hunter

Prerequisites: Land-Dweller

A Land-Dweller who has learned how to fight with a bow, becoming an expert at hunting other monsters. The Monster Hunter makes up for her lackluster magic by means of powerful Bow skills that can deal damage to certain monsters using race-slayer abilities, including Humans and Elves.

HP 105% MP 90% SP 100%
Attack 110% Defense 95% Magic 90%
Willpower 95% Agility 120% Dexterity 120%
  • 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
Elemental Resistances
Physical 100% Pleasure 100%
Fire 100% Ice 100%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio NULL Sonic 100%
Status Resistances
Instant Death 100% Ascension 100%
Climax 100% Bind 100%
Poison 100% Blind 100%
Silence 100% Confusion 100%
Sleep 100% Paralysis 100%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 100%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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 Slayer, +
  • lvl 3: Dexterity +10% - Job Ability
  • lvl 3: Town Strength - Special ability
  • lvl 4: Nullify Ambush - Special Ability
  • lvl 5: Resist Mini - Defense Ability
  • lvl 6: Hunter-Slayer Sniper - Bow Skill (Physical 228% Att+Dex), Target: Foe, Effect: Human/Elf Slayer
  • lvl 7: Human Slayer - Combat Ability
  • lvl 7: Elf Slayer - Combat Ability
  • lvl 8: Endure - Defense Ability
  • lvl 9: Slayer Booster 15% - Combat Ability
  • lvl 10: Flare Trap - Bow Skill (Fire 408% Att+Dex), Target: Foe, Effect: Burn (75%)

Sea Leech

Prerequisites: Sea-Dweller

A Leech who dwells in the ocean, using her tentacles to strike down her enemies. The Sea Leech can summon a tsunami with her magic and possesses a strong body with above average stats.

HP 120% MP 100% SP 100%
Attack 115% Defense 125% Magic 95%
Willpower 120% Agility 100% Dexterity 115%
  • Equip: Breastplates, Shells, Robes, Fancy Caps, Bucklers
  • Skills: Ocean, Tentacle
  • Passive: Sea Strength, Null Water
Elemental Resistances
Physical 100% Pleasure 100%
Fire 100% Ice 100%
Lightning 150% Wind 100%
Earth 100% Water NULL
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 100% Ascension 100%
Climax 100% Bind 100%
Poison 100% Blind 100%
Silence 100% Confusion 100%
Sleep 100% Paralysis 100%
Burn 100% Freeze 100%
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 100%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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 Leech who comes from the ocean depths, possessing a needle she can use to paralyze enemies and even immerse them in ecstasy. The Deep Sea Leech is stronger than most Sea-Dwellers thanks to her talents with Ocean skills, the ability to discharge electricity towards group of enemies, and her sturdy defense and resistance to pleasure.

HP 130% MP 90% SP 100%
Attack 105% Defense 130% Magic 95%
Willpower 125% Agility 90% Dexterity 105%
  • Equip: Breastplates, Shells, Robes, Fancy Caps, Bucklers
  • Skills: Ocean, Tentacle
  • Passive: Sea Strength, Deep Sea Strength, Res Phys 75%, Null Water/Blind
Elemental Resistances
Physical 75% Pleasure 100%
Fire 100% Ice 100%
Lightning 150% Wind 100%
Earth 150% Water NULL
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 75% Ascension 100%
Climax 75% Bind 75%
Poison 75% Blind NULL
Silence 75% Confusion 75%
Sleep 75% Paralysis 75%
Burn 75% Freeze 75%
Shock 125% Slow 75%
Stop 75% Minimum 75%
Zombie 75% Petrification 75%
Digestion 75% Stun 75%
Slimed 75% Horny 75%
Trance 100% Seduction 75%
Incontinence 75%

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
  • lvl 3: Defense +20% - Defense Ability
  • 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

A Sea-Dweller diva who performs with Dancing and Singing skills learned from the Dragon Palace. The Sea Palace Maiko can utilize powerful Fan skills to summon waves of water to attack enemies; however, her stats are generally low, excluding Dexterity, so front-line combat is highly inadvisable.

HP 105% MP 115% SP 100%
Attack 95% Defense 110% Magic 125%
Willpower 110% Agility 120% Dexterity 120%
  • 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%
Elemental Resistances
Physical 100% Pleasure 75%
Fire 100% Ice 100%
Lightning 150% Wind 100%
Earth 100% Water NULL
Holy 125% Dark 100%
Bio 100% Sonic NULL
Status Resistances
Instant Death 100% Ascension 100%
Climax 75% Bind 100%
Poison 100% Blind 100%
Silence 100% Confusion 100%
Sleep 100% Paralysis 100%
Burn 100% Freeze 100%
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion 100% Stun 100%
Slimed 75% Horny 75%
Trance 75% Seduction 75%
Incontinence 75%

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 - Fan Skill (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 - Fan Skill (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 possessing a strong exoskeleton, using sickle-like claws and a stinger to assault her foes. Although the Dark Insect has lackluster magic, she has extremely high offensive and defensive power and can generate a powerful Vibration Wave to strike groups of enemies at once.

HP 110% MP 85% SP 100%
Attack 115% Defense 175% Magic 85%
Willpower 175% Agility 115% Dexterity 100%
  • Equip: Shells, Hats, Fancy Caps
  • Skills: Insect
  • Passive: Ultimate Defense, Desert Strength, Res Fire/Ice/Lightning 50%
Elemental Resistances
Physical 75% Pleasure 100%
Fire 50% Ice 50%
Lightning 50% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 125% Ascension 125%
Climax 100% Bind 100%
Poison 125% Blind 125%
Silence 125% Confusion 125%
Sleep 125% Paralysis 125%
Burn 100% Freeze 100%
Shock 100% Slow 125%
Stop 125% Minimum 125%
Zombie 125% Petrification 100%
Digestion 100% Stun 125%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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
  • 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
  • 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

An Insect that acts and fights in accordance with the will of the colony, not unlike ants or bees. An Insect of the Legion is able to make use of Unarmed skills, call in friends for reinforcements, and even utilize her stinger as a weapon. However, her form closely resembles a human body, so her defense is inferior compared to most other bug monsters.

HP 110% MP 85% SP 100%
Attack 110% Defense 150% Magic 85%
Willpower 150% Agility 120% Dexterity 110%
  • Equip: Breastplates, Shells, Hats, Fancy Caps
  • Skills: Unarmed, Insect
  • Passive: Desert Strength, Ultimate Defense, Res Fire/Ice/Lightning 50%
Elemental Resistances
Physical 75% Pleasure 100%
Fire 50% Ice 50%
Lightning 50% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 125% Ascension 125%
Climax 100% Bind 100%
Poison 125% Blind 125%
Silence 125% Confusion 125%
Sleep 125% Paralysis 125%
Burn 100% Freeze 100%
Shock 100% Slow 125%
Stop 125% Minimum 125%
Zombie 125% Petrification 100%
Digestion 100% Stun 125%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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 born from the spider family, possessing high magical power including a gift for Time Magic. The Arachne is not only good with Magic, but her support capability is very high; she can also launch sticky silk from her abdomen for a variety of attacks and restraints.

HP 110% MP 120% SP 100%
Attack 105% Defense 150% Magic 120%
Willpower 175% Agility 100% Dexterity 110%
  • 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
Elemental Resistances
Physical 75% Pleasure 100%
Fire 50% Ice 50%
Lightning 50% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 50% Ascension 50%
Climax 75% Bind NULL
Poison 50% Blind 100%
Silence 100% Confusion 50%
Sleep 50% Paralysis 50%
Burn 100% Freeze 100%
Shock 100% Slow NULL
Stop NULL Minimum 50%
Zombie 50% Petrification 50%
Digestion 50% Stun 50%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

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

A kind Alraune who is able to use White Magic and her nectar to heal her allies. Although she is capable of using her ivy as weapons to strike and restrain enemies, the High Alraune is well suited in a support role as she is not a strong physical fighter.

HP 105% MP 120% SP 100%
Attack 100% Defense 100% Magic 120%
Willpower 120% Agility 95% Dexterity 115%
  • 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%, Recovery Booster +50%, Res Asc 25%, Res Dea/Cli/Bli/Con/Sle/Par/Sli/Hor/Tra/Sed/Inc 50%
Elemental Resistances
Physical 100% Pleasure 100%
Fire 150% Ice 100%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 150% Sonic 100%
Status Resistances
Instant Death 50% Ascension 25%
Climax 50% Bind 75%
Poison 125% Blind 50%
Silence 100% Confusion 100%
Sleep 100% Paralysis 100%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 75% Petrification 100%
Digestion 75% Stun 75%
Slimed 50% Horny 50%
Trance 50% Seduction 50%
Incontinence 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

An evil Alraune with a dark heart that drains the energy from her enemies and impairs them with her crippling pollen. With knowledge of powerful Whip skills to bring harm to her foes, the War Alraune is more suited for direct combat when compared to others of her species.

HP 110% MP 120% SP 100%
Attack 110% Defense 95% Magic 110%
Willpower 100% Agility 95% Dexterity 120%
  • 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%
Elemental Resistances
Physical 100% Pleasure 100%
Fire 150% Ice 100%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 125% Sonic 100%
Status Resistances
Instant Death 25% Ascension 50%
Climax 50% Bind 75%
Poison 125% Blind 50%
Silence 100% Confusion 50%
Sleep 50% Paralysis 50%
Burn 150% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 75% Petrification 100%
Digestion 75% Stun 75%
Slimed 50% Horny 50%
Trance 50% Seduction 50%
Incontinence 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
  • 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

A species of Alraune with a hunger for melting and devouring prey of all kinds. The Carnivorous Flower can learn special whip skills to digest her restrained foes and with her high attack power, she can fight in direct combat.

HP 120% MP 105% SP 100%
Attack 120% Defense 100% Magic 100%
Willpower 110% Agility 95% Dexterity 115%
  • 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%
Elemental Resistances
Physical 100% Pleasure 100%
Fire 150% Ice 100%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 150% Sonic 100%
Status Resistances
Instant Death 50% Ascension 50%
Climax 50% Bind 75%
Poison 125% Blind 50%
Silence 100% Confusion 50%
Sleep 50% Paralysis 50%
Burn 150% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 75% Petrification 100%
Digestion NULL Stun 75%
Slimed 50% Horny 50%
Trance 50% Seduction 50%
Incontinence 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
  • lvl 9: Resist Digestion - Defense Ability
  • lvl 10: Melting Whip - Whip Skill (120% Att+Dex), Target: 3 Random Foes, Effect: Digestion (75%), +

High Undead

Prerequisites: Zombie

An undead creature who has grown stronger, using brute force to compensate for intelligence. Although the High Undead can produce toxins to supplement her high offensive power, she is weak at all aspects of magic.

HP 250% MP 80% SP 100%
Attack 120% Defense 85% Magic 80%
Willpower 85% Agility 80% Dexterity 80%
  • 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%
Elemental Resistances
Physical 100% Pleasure 50%
Fire 150% Ice 75%
Lightning 75% Wind 100%
Earth 100% Water 100%
Holy 150% Dark 100%
Bio NULL Sonic NULL
Status Resistances
Instant Death NULL Ascension 150%
Climax 25% Bind 125%
Poison NULL Blind 125%
Silence 50% Confusion 50%
Sleep 50% Paralysis 50%
Burn 150% Freeze 75%
Shock 75% Slow 100%
Stop 100% Minimum 100%
Zombie NULL Petrification 125%
Digestion 50% Stun 75%
Slimed 25% Horny 25%
Trace 25% Seduction 25%
Incontinence 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 revived through the use of cursed bandages, surpassing other Zombies with her ability to invoke powerful spells. The Mummy can use her bandage wraps to capture and restrain her enemies, and with her high magical power, she is well suited for the role of magician.

HP 175% MP 115% SP 100%
Attack 110% Defense 85% Magic 120%
Willpower 100% Agility 85% Dexterity 100%
  • Equip: Clothes, Breastplates, Armor, Robes, Hats, Helmets, Magic Hats
  • Skills: Club, 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%
Elemental Resistances
Physical 100% Pleasure 50%
Fire 150% Ice 75%
Lightning 75% Wind 100%
Earth 100% Water 100%
Holy 150% Dark 100%
Bio NULL Sonic NULL
Status Resistances
Instant Death NULL Ascension 150%
Climax 25% Bind 125%
Poison NULL Blind NULL
Silence NULL Confusion 50%
Sleep 50% Paralysis 50%
Burn 150% Freeze 50%
Shock 50% Slow 50%
Stop 50% Minimum NULL
Zombie NULL Petrification NULL
Digestion 50% Stun 50%
Slimed 25% Horny 25%
Trance 25% Seduction 25%
Incontinence 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
  • 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
  • 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
  • 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

An insane Doctor who has been resurrected as an undead creature, spreading poison and other biological contamination through her Medicine skills. Although her stats are not particularly high, the Zombie Doctor can inject enemies with a virus to zombify them, making her suitable for a supportive role.

HP 175% MP 85% SP 100%
Attack 100% Defense 85% Magic 100%
Willpower 90% Agility 95% Dexterity 120%
  • 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%
Elemental Resistances
Physical 100% Pleasure 50%
Fire 150% Ice 75%
Lightning 75% Wind 100%
Earth 100% Water 100%
Holy 150% Dark 100%
Bio NULL Sonic NULL
Status Resistances
Instant Death NULL Ascension 150%
Climax 25% Bind 125%
Poison NULL Blind 50%
Silence 50% Confusion 50%
Sleep 50% Paralysis 50%
Burn 150% Freeze 75%
Shock 75% Slow 100%
Stop 100% Minimum 100%
Zombie NULL Petrification 125%
Digestion 50% Stun 75%
Slimed 50% Horny 50%
Trance 50% Seduction 50%
Incontinence 50%

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 Slayer, +
  • lvl 3: Dexterity +20% - Job Ability
  • lvl 3: Resist Zombie - Defense Ability
  • 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

A Ghost who has grown stronger through accumulating high concentrations of dark magic. The Evil Mist is capable of burning enemies with Black Magic, learning greater Scythe skills, and even using pleasure attacks to drain the health of entire groups of enemies.

HP 95% MP 120% SP 100%
Attack 90% Defense 120% Magic 120%
Willpower 85% Agility 120% Dexterity 120%
  • 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%
Elemental Resistances
Physical 50% Pleasure 50%
Fire 150% Ice 100%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 150% Dark 75%
Bio NULL Sonic 150%
Status Resistances
Instant Death NULL Ascension 150%
Climax 25% Bind 25%
Poison NULL Blind NULL
Silence 150% Confusion 100%
Sleep 100% Paralysis NULL
Burn 150% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum NULL
Zombie NULL Petrification NULL
Digestion NULL Stun 100%
Slimed 25% Horny 25%
Trance 25% Seduction 25%
Incontinence 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

A subspecies of Ghost spiritually bound to a book. By wielding powerful Grimoire skills, including the ability to create pages for further use, she is a versatile magical fighter, even though her defense is higher and magic defense is lower than most magicians.

HP 95% MP 120% SP 100%
Attack 90% Defense 115% Magic 125%
Willpower 85% Agility 100% Dexterity 115%
  • 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%
Elemental Resistances
Physical 75% Pleasure 100%
Fire 150% Ice 100%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 150% Dark 75%
Bio NULL Sonic 100%
Status Resistances
Instant Death NULL Ascension 150%
Climax 25% Bind 25%
Poison NULL Blind NULL
Silence 150% Confusion 100%
Sleep 100% Paralysis NULL
Burn 150% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum NULL
Zombie NULL Petrification NULL
Digestion NULL Stun 100%
Slimed 25% Horny 25%
Trance 25% Seduction 25%
Incontinence 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
  • 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 treasure chest possessed by a ghost who attacks with fangs and slime. The Mimic can swallow digested enemies whole and has high defense in comparison to other Ghost-type monsters.

HP 120% MP 90% SP 100%
Attack 120% Defense 120% Magic 110%
Willpower 100% Agility 110% Dexterity 110%
  • 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
Elemental Resistances
Physical 75% Pleasure 100%
Fire 100% Ice 100%
Lightning 100% Wind 125%
Earth 125% Water 125%
Holy 150% Dark 75%
Bio 100% Sonic 100%
Status Resistances
Instant Death NULL Ascension NULL
Climax NULL Bind 25%
Poison NULL Blind NULL
Silence 150% Confusion 100%
Sleep 100% Paralysis NULL
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum NULL
Zombie NULL Petrification NULL
Digestion NULL Stun 100%
Slimed 25% Horny 25%
Trance 25% Seduction 25%
Incontinence 25%

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
  • 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
  • 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

Doll monster that has become stronger through spiritual powers, using her many body parts as weapons. Although her stats are not very high, the Evilmaton can learn a variety of useful skills, including the ability to use her hair to drain energy from her enemies.

HP 110% MP 100% SP 100%
Attack 110% Defense 110% Magic 100%
Willpower 110% Agility 110% Dexterity 125%
  • 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
Elemental Resistances
Physical 100% Pleasure 50%
Fire 75% Ice 75%
Lightning 75% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio NULL Sonic NULL
Status Resistances
Instant Death NULL Ascension NULL
Climax NULL Bind 86%
Poison NULL Blind NULL
Silence NULL Confusion NULL
Sleep NULL Paralysis NULL
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie NULL Petrification 125%
Digestion NULL Stun 75%
Slimed NULL Horny NULL
Trance NULL Seduction NULL
Incontinence NULL

Learned Skills and Abilities

  • lvl 2: Heat Smash - Artificial Skill (Physical/Fire 580% ^ of Att, Dex), Target: Foe
  • lvl 3: Ice Smash - Artificial Skill (Physical/Ice 580% ^ 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 for entertainment, singing a variety of songs that can impair enemies with different status ailments. The Vocaloid is also able to use sound as a weapon to damage her enemies, making her excellent in a support role despite being unsuited for melee combat.

HP 100% MP 100% SP 100%
Attack 95% Defense 100% Magic 110%
Willpower 95% Agility 120% Dexterity 125%
  • Equip: Clothes, Robes, Dresses, Skimpy, Hats, Fancy Caps
  • Skills: Singing, Service, Artificial
  • Passive: None
Elemental Resistances
Physical 100% Pleasure 50%
Fire 75% Ice 75%
Lightning 150% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio NULL Sonic NULL
Status Resistances
Instant Death NULL Ascension NULL
Climax NULL Bind 75%
Poison NULL Blind NULL
Silence NULL Confusion NULL
Sleep NULL Paralysis NULL
Burn 100% Freeze 100%
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie NULL Petrification 125%
Digestion NULL Stun 75%
Slimed NULL Horny NULL
Trance NULL Seduction NULL
Incontinence NULL

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 Fellatio - 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

A large artificial monster created with metal and stone through the art of Magic Science. The Golem possesses colossal strength and learns many physical attack skills that make use of her tremendous bulk and her overwhelming power.

HP 125% MP 85% SP 100%
Attack 125% Defense 125% Magic 90%
Willpower 115% Agility 75% Dexterity 75%
  • 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
Elemental Resistances
Physical 75% Pleasure 50%
Fire 75% Ice 75%
Lightning 75% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio NULL Sonic NULL
Status Resistances
Instant Death NULL Ascension NULL
Climax NULL Bind 75%
Poison NULL Blind NULL
Silence NULL Confusion NULL
Sleep NULL Paralysis NULL
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie NULL Petrification 125%
Digestion NULL Stun 75%
Slimed NULL Horny NULL
Trace NULL Seduction NULL
Incontinence NULL

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
  • lvl 5: Ice Missile - Artificial Skill (Ice 660% Dex), Target: Foe
  • lvl 6: Attack +20% - Combat Ability
  • lvl 6: Defense +20% - Defense Ability
  • 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
  • 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

An unknown entity from the realm of Tartarus, wholly unidentified and seemingly not as an ordinary organism. The only information recorded about the Apoptosis is that they are beings who can passively uses Makina, Dark magics, they have high stats, and ultimately strong immunity to all status ailments.

HP 120% MP 120% SP 100%
Attack 120% Defense 120% Magic 120%
Willpower 120% Agility 120% Dexterity 120%
  • Equip: Clothes, Breastplates, Shells, Robes, Dresses, Skimpy, Hats, Fancy Caps, Helmets, Bucklers, Shields
  • Skills: Gun, Time Magic, Dark, Makina, Artificial
  • Passive: Res Fire/Ice/Lightning 75%,Res Pleasure/Stun 50%, Null Bio/Sonic/Almost All Status
Elemental Resistances
Physical 100% Pleasure 50%
Fire 75% Ice 75%
Lightning 75% Wind 100%
Earth 100% Water 100%
Holy 100% Dark 100%
Bio NULL Sonic NULL
Status Resistances
Instant Death NULL Ascension NULL
Climax NULL Bind 50%
Poison NULL Blind NULL
Silence NULL Confusion NULL
Sleep NULL Paralysis NULL
Burn NULL Freeze NULL
Shock NULL Slow 100%
Stop 100% Minimum NULL
Zombie NULL Petrification NULL
Digestion NULL Stun 50%
Slimed NULL Horny NULL
Trance NULL Seduction NULL
Incontinence NULL

Learned Skills and Abilities

  • lvl 2: Necrosis - Dark Skill (Dark/Demise 660% ^ of Att,Mag), Target: Foe
  • lvl 3: Magic Evasion +20% - Defense Ability
  • lvl 4: Environmental Damage 50% - Special Ability
  • 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
  • lvl 8: Double Attack - Combat Ability
  • lvl 9: Normal Attack Booster - Combat Ability
  • lvl 10: Black Hole - Time Magic (Dark/Demise 1000% Mag), Target: All Foes

Tri-Chimera

Prerequisites: Chimera

A Chimera formed from many strong monsters, with a selectively modified body and potent Breath attacks.With the ability to capture and assimilate foes into her form and her high stats, the Tri-Chimera will play a useful role in many situations.

HP 120% MP 105% SP 100%
Attack 120% Defense 120% Magic 105%
Willpower 120% Agility 115% Dexterity 105%
  • 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
Elemental Resistances
Physical 100% Pleasure 100%
Fire 75% Ice 75%
Lightning 75% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 75% Sonic 75%
Status Resistances
Instant Death 50% Ascension 50%
Climax 50% Bind 75%
Poison NULL Blind 50%
Silence 50% Confusion 50%
Sleep 50% Paralysis 50%
Burn 50% Freeze 50%
Shock 50% Slow 100%
Stop 100% Minimum 50%
Zombie 50% Petrification 50%
Digestion 50% Stun 50%
Slimed 50% Horny 50%
Trance 50% Seduction 50%
Incontinence 50%

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 made with Yoma genes, granting her magical capabilities. The Magical Chimera can also perform Summoning skills, and with physical stats on par with her magical powers, she can handle fighting on the front lines.

HP 110% MP 120% SP 100%
Attack 110% Defense 110% Magic 120%
Willpower 120% Agility 110% Dexterity 105%
  • 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
Elemental Resistances
Physical 100% Pleasure 100%
Fire 75% Ice 75%
Lightning 75% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 75% Sonic 75%
Status Resistances
Instant Death 50% Ascension 50%
Climax 50% Bind 75%
Poison NULL Blind 50%
Silence 50% Confusion 50%
Sleep 50% Paralysis 50%
Burn 50% Freeze 50%
Shock 50% Slow 100%
Stop 100% Minimum 50%
Zombie 50% Petrification 50%
Digestion 50% Stun 50%
Slimed 50% Horny 50%
Trance 50% Seduction 50%
Incontinence 50%

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 Chimera created with both biological and mechanical parts, including weapons capable of destroying enemies with overwhelming firepower. Although her Speed and Magic are lackluster, the Chimeraroid possesses superior Attack and Defense, as well as the ability to repair her body, making her extremely effective in combat.

HP 125% MP 85% SP 100%
Attack 125% Defense 125% Magic 85%
Willpower 100% Agility 90% Dexterity 120%
  • Equip: Breastplates, Shells, Skimpy, Hats, Helmets, Bucklers, Shields
  • Skills: Gun, Makina, Artificial
  • Passive: Res Pleasure/Fire/Ice 50%, Null Bio/Sonic/Most Status
Elemental Resistances
Physical 100% Pleasure 50%
Fire 50% Ice 50%
Lightning 150% Wind 100%
Earth 100% Water 150%
Holy 100% Dark 100%
Bio NULL Sonic NULL
Status Resistances
Instant Death NULL Ascension NULL
Climax NULL Bind 75%
Poison NULL Blind NULL
Silence NULL Confusion NULL
Sleep NULL Paralysis NULL
Burn NULL Freeze NULL
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie NULL Petrification NULL
Digestion NULL Stun 75%
Slimed NULL Horny NULL
Trance NULL Seduction NULL
Incontinence NULL

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 who rarely visits the Earth, wielding divine power granted to her from the Goddess Ilias. With knowledge of powerful Sword skills coupled with her superior attack and recovery abilities, the High Angel is clearly a great contribution on the battlefield.

HP 120% MP 120% SP 100%
Attack 120% Defense 115% Magic 125%
Willpower 120% Agility 120% Dexterity 115%
  • 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
Elemental Resistances
Physical 100% Pleasure 150%
Fire 50% Ice 50%
Lightning 50% Wind 100%
Earth 100% Water 100%
Holy 50% Dark 125%
Bio 100% Sonic 100%
Status Resistances
Instant Death 25% Ascension NULL
Climax 50% Bind 100%
Poison 25% Blind 25%
Silence 25% Confusion 25%
Sleep 25% Paralysis 25%
Burn 25% Freeze 25%
Shock 25% Slow 50%
Stop 50% Minimum 25%
Zombie NULL Petrification NULL
Digestion 25% Stun 50%
Slimed 150% Horny 150%
Trance 150% Seduction 150%
Incontinence 150%

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
  • 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

A war Angel given the role of destroying Ilias' enemies. The Valkyrie can wield powerful Spear skills, charge stamina by consuming mana, and naturally utilize Holy abilities used to destroy evil.

  • 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
Elemental Resistances
Physical 75% Pleasure 150%
Fire 50% Ice 50%
Lightning 50% Wind 100%
Earth 100% Water 100%
Holy 50% Dark 125%
Bio 50% Sonic 50%
Status Resistances
Instant Death 25% Ascension NULL
Climax 150% Bind 100%
Poison 25% Blind 25%
Silence 25% Confusion 25%
Sleep 25% Paralysis 100%
Burn 100% Freeze 25%
Shock 25% Slow 50%
Stop 50% Minimum 25%
Zombie NULL Petrification NULL
Digestion 25% Stun 50%
Slimed 150% Horny 150%
Trance 150% Seduction 150%
Incontinence 150%

Learned Skills and Abilities

  • lvl 2: Undead Slayer - Spear Skill (Physical 228% Att+Agi), Target: Foe, Effect: Zombie/Ghost Slayer
  • 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 Skill, Target: All Allies, Effect: Revive (100%), Rampage
  • 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 - Spellblade, 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: Hunter, Lowly Angel

An Angel of love who controls the emotions and desire of mortal creatures. The Cupid can use her Bow skills to disturb an enemy's heart or smite them with Holy power, as well as learn powerful healing spells.

HP 100% MP 125% SP 100%
Attack 100% Defense 100% Magic 130%
Willpower 120% Agility 125% Dexterity 125%
  • 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
Elemental Resistances
Physical 100% Pleasure 100%
Fire 25% Ice 25%
Lightning 25% Wind 100%
Earth 100% Water 100%
Holy 50% Dark 125%
Bio 25% Sonic 25%
Status Resistances
Instant Death 25% Ascension NULL
Climax 100% Bind 100%
Poison 25% Blind 25%
Silence 25% Confusion 25%
Sleep 25% Paralysis 25%
Burn 25% Freeze 25%
Shock 25% Slow 50%
Stop 50% Minimum 25%
Zombie NULL Petrification NULL
Digestion 25% Stun 50%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

Learned Skills and Abilities

  • lvl 2: Cupid's Arrow - Bow Skill (Pleasure 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
  • lvl 9: Recovery Booster 15% - Magic Ability
  • lvl 10: Aura Star - Bow Skill (Pleasure/Lightning 408% Att+Dex) Target: All Foes

Cyborg

Prerequisites: Prototype Roid

A cyborg that incorporates mechanical parts into the human body. They are skilled in the use of firearms and heavy weapons, and have extremely high agility. They also have a built-in accelerator that allows them to move at super speed. Also has high defensive capabilities, but very low magic power."

HP 120% MP 85% SP 100%
Attack 115% Defense 120% Magic 85%
Willpower 105% Agility 125% Dexterity 120%
  • Equip: Gun, Clothes, Breastplate, Armor, Skimpy, Hats, Helmet, Buckler, Shield
  • Skills: Gun, Makina, Artificial
  • Passive: Accelerator
Elemental Resistances
Physical 100% Pleasure 50%
Fire 50% Ice 50%
Lightning 150% Wind 100%
Earth 100% Water 150%
Holy 100% Dark 100%
Bio NULL Sonic 150%
Status Resistances
Instant Death NULL Ascension NULL
Climax NULL Bind 75%
Poison NULL Blind NULL
Silence NULL Confusion NULL
Sleep NULL Paralysis NULL
Burn NULL Freeze NULL
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie NULL Petrification NULL
Digestion NULL Stun 75%
Slimed NULL Horny NULL
Trance NULL Seduction NULL
Incontinence NULL

Learned Skills and Abilities

  • lvl 2: Machine Gun Arm - Artificial Skill (Physical 580% Dex), Target: All Foes, Effect: +
  • lvl 3: Agility +20% - Job Ability
  • lvl 4: Accelerator - Job Ability (Increases Agility, Evasion and Magic Evasion by 50% for the first three turns of battle.)
  • lvl 5: Leg Cannon - Artificial Skill (Physical 660% Dex), Target: Foe
  • lvl 6: Complete Restoration - Artificial Skill, Target: Self, Effect: 100% HP Recovery
  • lvl 7: Equip: Gun - Job Ability
  • lvl 8: Gun Shots +1 - Job Ability (Increases the hit count of multi-hit Gun skills by 1.)
  • lvl 9: Gun Booster 15% - Combat Ability
  • lvl 9: Artificial Booster 15% - Special Ability
  • lvl 10: Over Accelerator - Artificial Skill (240% Agi), Target: 4 Random Foes, Effect: +

Gunner Roid

Prerequisites: Prototype Roid

A fighting machine who specializes in long-range shooting and artillery. The destructive capacity of their guns and Makina is extremely high, but their defense is low. A slow and sluggish machine only good at shooting. Also has a multi lock-on function, which makes them effective against multiple enemies.

HP 120% MP 85% SP 100%
Attack 115% Defense 90% Magic 85%
Willpower 90% Agility 90% Dexterity 125%
  • Equip: Gun, Breastplate, Shell, Hat
  • Skills: Gun, Makina, Artificial
  • Passive: Dual Wield, Support Bit, Multi Lock-On
Elemental Resistances
Physical 100% Pleasure 50%
Fire 50% Ice 50%
Lightning 150% Wind 100%
Earth 100% Water 150%
Holy 100% Dark 100%
Bio NULL Sonic 150%
Status Resistances
Instant Death NULL Ascension NULL
Climax NULL Bind 75%
Poison NULL Blind NULL
Silence NULL Confusion NULL
Sleep NULL Paralysis NULL
Burn NULL Freeze NULL
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie NULL Petrification NULL
Digestion NULL Stun 75%
Slimed NULL Horny NULL
Trance NULL Seduction NULL
Incontinence NULL

Learned Skills and Abilities

  • lvl 2: Beam Rifle - Artificial Skill (Lightning/Water 660% Dex), Target: Foe, Effect: Shock (10%)
  • lvl 3: Dexterity +20% - Job Ability
  • lvl 4: Support Bit - Artificial Skill (Physical 480% Dex), Target: Foe, Effect: Activate at the end of the turn (last 6 turns)
  • lvl 5: Micro Missile - Artificial Skill (Fire 580% Dex), Target: All Foes, Effect: Burn (10%), +
  • lvl 6: Sophisticate - Special Skill, Target: User, Effect: +350% Agi/Dex (1 turn)
  • lvl 7: Skill Use: Makina - Job Ability
  • lvl 8: Artificial Booster 15% - Special Ability
  • lvl 9: Makina Booster 15% - Job Ability
  • lvl 10: Multi Lock-On - Special Ability, Multi-hit Gun, Makina, and Artficial skills deal +15% damage.

Melee Roid

Prerequisites: Prototype Roid

A fighting machine specialized in close combat. Good at close combat against enemies with excellent offensive performance. Very good at defense, and can learn unique defensive abilities. Excels in offense and defense, and has no notable weaknesses other than their inferior magical abilities.

HP 120% MP 85% SP 100%
Attack 120% Defense 120% Magic 85%
Willpower 105% Agility 110% Dexterity 110%
  • Equip: Sword, Breastplate, Armor, Heavy Armor, Shell, Skimpy, Hat, Helmet, Heavy Helmet
  • Skills: Sword, Makina, Artificial
  • Passive: Dual Wield, CIWS, Assist Vulcan
Elemental Resistances
Physical 100% Pleasure 50%
Fire 50% Ice 50%
Lightning 150% Wind 100%
Earth 100% Water 150%
Holy 100% Dark 100%
Bio NULL Sonic 150%
Status Resistances
Instant Death NULL Ascension NULL
Climax NULL Bind 75%
Poison NULL Blind NULL
Silence NULL Confusion NULL
Sleep NULL Paralysis NULL
Burn NULL Freeze NULL
Shock 125% Slow 100%
Stop 100% Minimum 100%
Zombie NULL Petrification NULL
Digestion NULL Stun 75%
Slimed NULL Horny NULL
Trance NULL Seduction NULL
Incontinence NULL

Learned Skills and Abilities

  • lvl 2: Beam Sword - Artificial Skill (Lightning/Water 580% Att), Target: All Foes, Effect: Shock 10%
  • lvl 3: Attack +20% - Combat Ability
  • lvl 3: Defense +20% - Defense Ability
  • lvl 4: CIWS - Defense Ability. Negate and counter attacks 20% of the time with an interception system - (Physical 580% Dex), Target: Foe
  • lvl 5: Battle Start SP Up - Special Ability
  • lvl 6: Full Shield - Defense Ability, Take 1/4 of damage for the first two turns of a battle
  • lvl 7: Heavy Attack - Combat Ability
  • lvl 8: Sword Booster 15% - Combat Ability
  • lvl 9: Artificial Booster 15% - Special Ability
  • lvl 10: Assist Vulcan - Job Ability (Physical 580%), Target: Foe, Effect: Activate each time an artificial skill is used.

Gigas

Prerequisites: Giant

An evolved species of Giants that boasts a body that defies common sense. Their vitality and sturdiness are unsurpassed, and they boasts extraordinary strength. The destructive power of their Charge skills and offensive techniques that make use of their gigantic size is tremendous. However, mind their low speed and vulnerability to status ailments.

HP 130% MP 55% SP 100%
Attack 130% Defense 130% Magic 55%
Willpower 95% Agility 55% Dexterity 55%
  • Equip: Clothes, Breastplate, Hat, Helmet, Fancy Cap
  • Skills: Giant
  • Passive: None
Elemental Resistances
Physical 75% Pleasure 75%
Fire 100% Ice 100%
Lightning 100% Wind 100%
Earth 100% Water 100%
Holy 125% Dark 100%
Bio 100% Sonic 100%
Status Resistances
Instant Death 100% Ascension 100%
Climax 100% Bind 50%
Poison 100% Blind 100%
Silence 100% Confusion 100%
Sleep 100% Paralysis 100%
Burn 100% Freeze 100%
Shock 100% Slow 100%
Stop 100% Minimum 100%
Zombie 100% Petrification 100%
Digestion NULL Stun 100%
Slimed 100% Horny 100%
Trance 100% Seduction 100%
Incontinence 100%

Learned Skills and Abilities

  • lvl 2: Throw Boulder - Giant Skill (Physical 580% Att), Target: All Foes
  • lvl 3: Attack +20% - Combat Ability
  • lvl 4: Focused Spirit - Special Skill Target: User, Effect: Att up (+200%), (1 turn)
  • lvl 5: Defense +20% - Defense Ability
  • lvl 6: Sustained Charge - Combat Ability, increase the duration of charge skills for 1 turn
  • lvl 7: HP +20% - Combat Ability
  • lvl 8: Giant Booster 15% - Special Ability
  • lvl 9: Skill Use : Giant - Special Ability
  • lvl 10: Megaton Press - Special Skill (Physical 1000% Att), Target: All Foes