Anatolia
Sアナトリア · AnatoliaFrom her actual Part 3 joining state, focus on black magic and move into Druid for Magic and Speed. Evasion healing is conditional sustain. Complete her Part 1 paralogue prerequisite rather than rebuilding from a beginner template.


Fan art →
Nine stats
| HP | Str | Mag | Spd | Dex | Def | Res | Lck | Cha | Total | |
|---|---|---|---|---|---|---|---|---|---|---|
| Growth rates | 40% | 35% | 50% | 50% | 45% | 35% | 40% | 40% | 50% | 385% |
| Overall rank63 characters total | Rank 36 | Rank 39 | Rank 2 | Rank 11 | Rank 22 | Rank 25 | Rank 8 | Rank 13 | Rank 4 | Rank 4 |
| Base statsOvate Lv40 | 38 | 15 | 30 | 26 | 24 | 14 | 21 | 19 | 23 | 210 |
| Base stat ranking63 characters total | Rank 13 | Rank 17 | Rank 3 | Rank 5 | Rank 11 | Rank 11 | Rank 5 | Rank 5 | Rank 6 | Rank 10 |
| Lv60 expected statsOvate / Druid into The Avatar | 52 | 21 | 52 | 42 | 43 | 19 | 38 | 29 | 31 | 327 |
| Expected rank62 characters total | Rank 53 | Rank 57 | Rank 4 | Rank 24 | Rank 23 | Rank 52 | Rank 17 | Rank 29 | Rank 23 | Rank 23 |
Proficiency
Starting skills
| Category | Skills | Effect |
|---|---|---|
| Personal skill | Celestial Flow | Avoid +3 |
| Level skills | Continuum | When dodging an attack, restores 5 of the user'sHP |
| Level skills | Continuum+ | Restores 10 of the unit's own HP when dodging an attackHP |
Druid to improve Mag、Spd and Black Magic uses; once divine classes unlock, prepare for The Avatar with Black Magic S.
Use mobility to support with Silence,
Ward, and Warp, at the cost of gauntlets and Druid’s extra black magic uses.
Nagatomo’s gameplay segment: stay in Ovate and use both
Earth's Jaws and Silence to handle enemy mages so armored units can advance; do not train as a frontline Avoid tank.
Anatolia’s Black Magic and Blaze Art training
Anatolia joins as an
Ovate. Continue Black Magic into
Druid to use her high Magic, high Speed, and special Black Magic. For late-game access to both magic types, pursue
The Avatar. Her Blaze Arts also scale with Magic but consume her own HP. Even with powerful area attacks, leave enough HP to survive enemy attacks.
Move from her starting Ovate into Druid
She joins already in the Advanced
Ovate class, so there is no need to retrain Diviner or Shaman. Ovate’s main certification requirement is Black Magic B. The class improves Black Magic uses and grants magic Hit +5; mastery
SpdBinding Curse lowers adjacent enemies’ Speed. Keep raising Black Magic.
The recommended Master class is
Druid, with reference level 45 and Black Magic A. Magic growth +30, Speed growth +15, doubled Black Magic uses, and magic Hit +7 directly improve her offensive strengths. The class also uses gauntlets, letting her fight up close with her Gauntlet strength. Mastery
ResBinding Curse lowers adjacent enemies’ Resistance. Reclassing removes White Magic access, including healing and Silence.
The Divine recommendation is
The Avatar. Either Black Magic S or White Magic S meets the alternative requirement; you also need the Lotus of Reincarnation and Divine certification. The class provides All-Magic Zenith, magic Hit +10, and healing +20. Mastery
Divine Law adds 10 Magic. Level 45 is only Druid’s reference level. No fixed Divine level threshold is given; story and certification conditions still apply.
Four growths directly affect her damage
Prioritize Magic, Speed, HP, and Dexterity. Magic powers both Black Magic and her unique Blaze Arts. HP must cover enemy attacks as well as Blaze Art costs. Her 40% base HP growth makes HP investment especially useful. Speed at 50% supports follow-ups and Avoid. Dexterity, including the extra 10 from Origin, affects Hit and Crit.
Below-expected Strength, Luck, or Charm does not stop her Black Magic path. Druid can wield gauntlets, but magic and unique arts remain her main tools, so Strength is not the priority. Luck affects Crit and Dodge; Charm mainly affects Gambit accuracy. Compensate for low Defense with positioning rather than taking every attack to seek healing from evasion.
| Stat | Personal growth |
|---|---|
| HP / Strength / Magic | 40% / 35% / 50% |
| Speed / Dexterity / Defense | 50% / 45% / 35% |
| Resistance / Luck / Charm | 40% / 40% / 50% |
Her total growth is 385%. She excels in Gauntlet, Infantry, and Black Magic, and struggles with Heavy Armor. Magic and Speed at 50% underpin her damage, while HP at 40% and Defense at 35% make frontline positioning risky. She only joins permanently in Part 3, limiting training time, but high Magic, area Blaze Arts, and special spells make her an important fighter in the Promised One’s story, rated S tier.
Blaze damage costs her own HP
The Celestial Wells type builds Blaze Gauge when attacking and reduces it when fighting with a Curse Orb equipped. Her unique mechanic enables stronger arts as the gauge rises. Origin grants Dexterity +10, while her personal ability
Celestial Flow adds 3 Avoid. Building the gauge does not restore HP.
Her unique arts have six tiers. The four lower-cost arts are area attacks; the final two release spiraling energy and a powerful single strike respectively. All six can destroy obstacles.
| HP cost | Power basis | Soulflame value | Release value |
|---|---|---|---|
| 2 | Magic +3 | 1 | None |
| 8 | Magic +5 | 6 | 1 |
| 4 | Magic +7 | 2 | 3 |
| 6 | Magic +10 | 3 | 6 |
| 12 | Magic +15 | 6 | 9 |
| 20 | Magic +20 | 6 | 11 |
The area art costing 8 HP and another tier costing 4 HP have different Soulflame and Release values; a higher cost does not necessarily mean higher power. Choose by attack area, current gauge, and HP rather than power alone. All six are available when she joins, but still require their corresponding Blaze state in battle.
Continuum+ restores 10 HP after a successful dodge.
Meridian Expansion raises maximum HP by 2 for the current map after defeating an enemy, up to +10.
Dodge+ grants Avoid +10 against bows or magic while infantry.
Evasion has a 3% chance to grant Avoid +100 when attacked as infantry. Healing requires a successful dodge, and low-probability evasion cannot save her every time. Use direct healing or recovery items after injury.
Her Black Magic can target physical durability
Her ordinary attack spells include
Fire,
Bolganone, and
Thunder, with 10, 5, and 8 base uses respectively, all at range 1–2. Fire has Might 3 and Hit 90; Bolganone Might 10 and Hit 85; Thunder Might 5 and Hit 75. Spell Weight and Hit differ, so even with high Speed, check whether the equipped spell allows a follow-up.
Her more distinctive spells are
Glass Wheel,
Sword of Judgment, and
Earth's Jaws. All three calculate damage against the enemy’s physical durability. Glass Wheel has 7 base uses, Might 12, Hit 90, Weight 7, Range 1–2, and effectiveness against flying units. Sword of Judgment has 2 base uses, Might 6, Hit 80, Weight 10, Range 1–2, and strikes twice. Earth’s Jaws has 1 base use, Might 17, Hit 90, Weight 25, and Range 3–10. Long-range and double-strike spells have limited uses. Decide which targets need them most on each map before spending them.
Wandering Wall has 5 base uses and creates a wall at a chosen position.
Heal has 10 base uses and restores a nearby ally’s HP. The former changes enemy paths; the latter requires continued White Magic access. She also has
Mighty Fist,
Feint, and
Battle Rush: Mighty Fist costs 2 durability for Might +4 and Hit +10; Feint costs 2 durability with Hit −50 and lowers the target’s Avoid by 20 until its next combat; Battle Rush costs 7 durability with Might −2 and lets her follow up before the enemy’s counter. Choose for the target, keep enough durability, and check Hit.
Keep Silence or switch to mounted support
Stay in
Ovate if you want to retain White Magic. Use
Earth's Jaws against distant enemy mages, then
Silence to block casting if they survive, giving allied armored units room to act. Her personal Avoid and self-healing help, but remaining Ovate primarily provides spell support rather than a frontline dodge tank. There is no need to abandon her special Black Magic for fist combat.
Another option is
Valkyrium, requiring either Black Magic A or White Magic A, Riding D, and the class unlock. Cavalry mobility helps deliver
Silence,
Ward, and
Warp where needed while retaining Black Magic attacks. The trade-offs are losing gauntlets and having lower Magic growth and fewer Black Magic uses than Druid. Choose cavalry for mobile support and Druid for dedicated offense.
Her Part 1 paralogue determines recruitment
Complete Anatolia’s paralogue in Part 1 for her to join permanently during segment 1 of Part 3, the Promised One’s story. Prepare this in Part 1 if you want to use her. She joins through the paralogue; none of the four protagonist routes can recruit her by raising Support and paying gold.
She likes fortune-telling and round objects. She loves
Magic-Trick Set and has a neutral reaction to
Common Coffee. Liked gifts and Pale Raven conversation answers are not listed.
Her Support conversation partners are
Cai,
Fabio,
Tobias,
Sirocco,
Dante, and
Yang Jie. Her Japanese voice actor is Arisa Ogasawara.
More guides
- Anatolia’s two offensive optionsGameWith
- Keep Anatolia as an Ovate for Silenceながとも
- Strongest Part III team and character setupsmarque
- Post-clear character tiers and final classesながとも
- Anatolia's class paths and recruitment conditions (Game8 Japanese)Game8 Japanese guide team
- Anatolia's class and growth recommendations (English Game8)Game8 (English)
Site guides

After formally joining in Part 3, move into Druid for fast Black Magic. Check current qualifications first rather than retraining low-level classes.
Evading an attack restores HP, but base Avoid +3 is too small to hold a line without checking enemy Hit. Use her as a mage first, then assess whether equipment and terrain support evasion. The first two parts prepare recruitment, not a nonexistent full early training route.
View the route in the simulator
Class progression by stage
Complete the paralogue prerequisite in Part 1
Complete her paralogue in Part 1 to enable Part 3 recruitment. When fortune-telling appears on the calendar, spend 100 to build affinity if desired. Affinity neither replaces the paralogue nor directly grants recruitment. See the recruitment page for routes and windows.
Invest training resources in current team members first.
Keep waiting for formal recruitment in Part 2
Once she formally joins in Part 3, check current level, class, and learned magic before training. Do not copy someone else's Priest or Ovate stages.
Follow the Black Magic route in Part 3
- 1Check the character menu first.Recruitment records differ between Segments 1 and 2 and on starting class. Level 40 recruitment and Magic/Speed after dungeon leveling are only one save's example. If already Ovate, continue forward rather than retraining Beginner classes; use dungeons if levels are lacking.
- 2Reach Black Magic A and prepare Druid at level 45 after its unlock.Black Magic offers range, damage types, and multi-hit options for different targets rather than one high-tier spell every turn. Ovate can still cast both magic types; Druid loses White Magic, so hand healing, Warp, and similar roles to others before changing.
- 3Check weight and Avoid before investing in sustain.Upgrading lighter magic equipment and using suitable evasion terrain improves evade-healing. She must evade each attack before recovering. If survival depends on taking the first hit and dodging the second, the second hit landing will defeat her.

Build around currently learned abilities. Celestial Flow grants a little Avoid. Check the menu separately for base/upgraded evade-healing and maximum HP increases from kills on the current map. Evading triggers healing; kills stack HP.
Three alternative Part 3 roles
| Direction | When to consider it | Costs and losses |
|---|---|---|
| The Avatar | Further investment in a main mage, with Black or White Magic S, qualification, and slot ready. | Requires the Part 3 divine class unlock. It is neither necessary for Druid to contribute nor every route's required endpoint. |
| War Monk | You want a fists-and-white-magic role and will train both. | The class table lists level 45, Gauntlet B, White Magic D, and a special unlock. It cannot retain Druid's black-magic role. |
| Valkyrium | The team actually needs mobile support with both magic types. | Level 45, Riding D, Black or White Magic A, and a Temple of Jurah quest. This branch also requires extra Riding training. |

Before War Monk, count the extra costs of brawling arts, mastery, and White Magic training. For a mounted branch, check whether she has learned Warp and whether the current class can cast it. If the team needs none of these roles, remain on the Black Magic route.
Train Black Magic and currently usable spells first. The infantry route needs no special mount. Add Riding and mount bond only when choosing the mounted branch.
Safe positioning is more reliable than evade-healing
Stand where she can choose targets and return to the team. Compare the enemy's defensive stats and range, then choose from available black magic. High-tier spell uses are limited; do not spend the rarest option on every finishing blow. Follow-ups are valuable, but recheck Attack Speed after adding heavier equipment.
Use her as a damage mage first, calculating maximum incoming damage for the round before pushing forward. Evade-healing can combine with HP from kills, but base Avoid +3 is small. Holding a line still depends on added Avoid, terrain, and enemy Hit.
Recruitment details
Complete her “Queen of the Erased” paralogue in Part 1, then check temporary participation and formal recruitment in Part 3. See Anatolia recruitment.
Account for late training and Druid's missing white magic
- Scheduling Part 1 and 2 training from a beginner class table. She joins late. Check her actual state; templates cannot create extra training time.
- Keeping Warp, Silence, and healing duties after changing to Druid. White-magic access is gone. Choose a white-magic class if those functions are needed.
- Counting healing after evasion as reliable damage reduction. No dodge means no healing. Check the worst case, especially against doubles.
- Breaking up the black-magic core for divine or fist classes. Identify the new role before spending extra training and qualifications.
Comments
Salamander +3Mt 15 Hit 80 Wt 3
Continuum+Restores 10 of the unit's own HP when dodging an attackHP
Meridian ExpansionAfter defeating an enemy, maximumHP+2 (up to +10) (until the end of battle)
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Dodge+[Infantry] Avo +10 in combat against enemies using bows or magic
Celestial FlowAvoid +3
FeintCost 2 Mt 0 Hit -50
Battle RushCost 7 Mt -2 Hit 0
Lend SpeedCost 0 Mt 0 Hit 0
Compressed LaserCost 2 Mt 10 Hit 20
Glass Wheel
Sword of JudgmentMt 6 Hit 80 Wt 10
Earth's JawsMt 17 Hit 90 Wt 25
Wandering Wall
ThoronMt 20 Hit 55 Wt 25
HealMt 10
SilenceHit 60
Ward
Warp
Magic StaffEquippedWt 3
Mage Pupils计策「散炎魔法」
Salamander +3Mt 15 Hit 80 Wt 3
Continuum+Restores 10 of the unit's own HP when dodging an attackHP
Meridian ExpansionAfter defeating an enemy, maximumHP+2 (up to +10) (until the end of battle)
Black Magic Lv. 4Hit and Avo +7 with black magic equipped
Dodge+[Infantry] Avo +10 in combat against enemies using bows or magic
Infantry Move[Infantry] Terrain movement cost -1 (minimum 1)
Celestial FlowAvoid +3
Battle RushCost 7 Mt -2 Hit 0
CounterCost 5 Mt 10 Hit 20
Lend SpeedCost 0 Mt 0 Hit 0
Compressed LaserCost 2 Mt 10 Hit 20
Glass Wheel
Sword of JudgmentMt 6 Hit 80 Wt 10
Earth's JawsMt 17 Hit 90 Wt 25
Wandering Wall
ThoronMt 20 Hit 55 Wt 25
Magic StaffEquippedWt 3
Aragonian Mages计策「防冰魔法」Follow the guide into Druid, using weapons available at this stage and skills already learned.
Salamander +5Mt 21 Hit 85 Wt 3
Continuum+Restores 10 of the unit's own HP when dodging an attackHP
Meridian ExpansionAfter defeating an enemy, maximumHP+2 (up to +10) (until the end of battle)
Black Magic Lv. 5Hit and Avo +10 with black magic equipped
Dodge+[Infantry] Avo +10 in combat against enemies using bows or magic
Divine LawMag+10
Celestial FlowAvoid +3
Battle RushCost 7 Mt -2 Hit 0
CounterCost 5 Mt 10 Hit 20
Lend SpeedCost 0 Mt 0 Hit 0
Compressed LaserCost 2 Mt 10 Hit 20
Glass Wheel
Sword of JudgmentMt 6 Hit 80 Wt 10
Earth's JawsMt 17 Hit 90 Wt 25
Wandering Wall
ThoronMt 20 Hit 55 Wt 25
HealMt 10
SilenceHit 60
Ward
Warp
Magic StaffEquippedWt 3
Mons Iron Squad计策「两壁之阵」Follow the guide into The Avatar, using the weapons available at this stage and skills already learned.
Salamander +3Mt 15 Hit 80 Wt 3
Continuum+Restores 10 of the unit's own HP when dodging an attackHP
Meridian ExpansionAfter defeating an enemy, maximumHP+2 (up to +10) (until the end of battle)
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Dodge+[Infantry] Avo +10 in combat against enemies using bows or magic
Celestial FlowAvoid +3
FeintCost 2 Mt 0 Hit -50
Battle RushCost 7 Mt -2 Hit 0
Lend SpeedCost 0 Mt 0 Hit 0
Compressed LaserCost 2 Mt 10 Hit 20
Glass Wheel
Sword of JudgmentMt 6 Hit 80 Wt 10
Earth's JawsMt 17 Hit 90 Wt 25
Wandering Wall
ThoronMt 20 Hit 55 Wt 25
HealMt 10
SilenceHit 60
Ward
Warp
Magic StaffEquippedWt 3
Mage Pupils计策「散炎魔法」
Glass Wheel
Continuum+Restores 10 of the unit's own HP when dodging an attackHP
Meridian ExpansionAfter defeating an enemy, maximumHP+2 (up to +10) (until the end of battle)
Black Magic Lv. 4Hit and Avo +7 with black magic equipped
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Knightly SensesAvoid +10 in combat against spear users
Celestial FlowAvoid +3
Glass Wheel
Sword of JudgmentMt 6 Hit 80 Wt 10
Earth's JawsMt 17 Hit 90 Wt 25
Wandering Wall
ThoronMt 20 Hit 55 Wt 25
HealMt 10
SilenceHit 60
Ward
Warp
Healing StaffEquippedWt 3
Wild HorseSpd+1 Dex+3 Def+1
Paired RunBond 3[Cavalry] Movement +1Follow the guide into Valkyrium, using weapons available at this stage and skills already learned.
Glass Wheel
Continuum+Restores 10 of the unit's own HP when dodging an attackHP
Meridian ExpansionAfter defeating an enemy, maximumHP+2 (up to +10) (until the end of battle)
Black Magic Lv. 5Hit and Avo +10 with black magic equipped
White Magic Lv. 5Hit and Avo +10 when white magic is equipped
Knightly SensesAvoid +10 in combat against spear users
Celestial FlowAvoid +3
Glass Wheel
Sword of JudgmentMt 6 Hit 80 Wt 10
Earth's JawsMt 17 Hit 90 Wt 25
Wandering Wall
ThoronMt 20 Hit 55 Wt 25
HealMt 10
SilenceHit 60
Ward
Warp
Healing StaffEquippedWt 3
Wild HorseSpd+1 Dex+3 Def+1
Paired Run+Bond 5[Cavalry] Movement +2Follow the guide into Valkyrium, using weapons available at this stage and skills already learned.
Salamander +3Mt 15 Hit 80 Wt 3
Continuum+Restores 10 of the unit's own HP when dodging an attackHP
Meridian ExpansionAfter defeating an enemy, maximumHP+2 (up to +10) (until the end of battle)
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Dodge+[Infantry] Avo +10 in combat against enemies using bows or magic
Celestial FlowAvoid +3
FeintCost 2 Mt 0 Hit -50
Battle RushCost 7 Mt -2 Hit 0
Lend SpeedCost 0 Mt 0 Hit 0
Compressed LaserCost 2 Mt 10 Hit 20
Glass Wheel
Sword of JudgmentMt 6 Hit 80 Wt 10
Earth's JawsMt 17 Hit 90 Wt 25
Wandering Wall
ThoronMt 20 Hit 55 Wt 25
HealMt 10
SilenceHit 60
Ward
Warp
Magic StaffEquippedWt 3
Mage Pupils计策「散炎魔法」
Salamander +3Mt 15 Hit 80 Wt 3
Continuum+Restores 10 of the unit's own HP when dodging an attackHP
Meridian ExpansionAfter defeating an enemy, maximumHP+2 (up to +10) (until the end of battle)
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Dodge+[Infantry] Avo +10 in combat against enemies using bows or magic
Celestial FlowAvoid +3
FeintCost 2 Mt 0 Hit -50
Battle RushCost 7 Mt -2 Hit 0
Lend SpeedCost 0 Mt 0 Hit 0
Compressed LaserCost 2 Mt 10 Hit 20
Glass Wheel
Sword of JudgmentMt 6 Hit 80 Wt 10
Earth's JawsMt 17 Hit 90 Wt 25
Wandering Wall
ThoronMt 20 Hit 55 Wt 25
HealMt 10
SilenceHit 60
Ward
Warp
Magic StaffEquippedWt 3
Aragonian Mages计策「防冰魔法」Build approach and suitable stages
Ovate and Druid into The Avatar: Ovate Lv40; Mounted Valkyrium support: Ovate Lv40; Keep Ovate for Silence support: Ovate Lv40, Lv60
Follow the guide into Ovate, using the weapons available at this stage and skills already learned.
DexWidely recommendedDexVery strongDexUseful for specific strategies
Anatolia: unavailable for recruitment on all four Part I routes; joins in Part III.
Cai's storyCannot recruitCannot be recruited in Part I (may appear as a guest or enemy)
Dietrich's storyCannot recruitCannot be recruited in Part I (may appear as a guest or enemy)
Theodora's storyCannot recruitCannot be recruited in Part I (may appear as a guest or enemy)
Leda's storyCannot recruitCannot be recruited in Part I (may appear as a guest or enemy)
Renown level
Bond Level with this route's protagonist. For all characters across the four routes, see Recruitment; see recruitment steps at How to recruit。
Most effective giftsAll are most-loved gifts available at shops. Most of Anatolia's favorites are books. Most-loved gifts show double arrows in-game and give the largest affection increase.
Find where to buy these on the map→ Where to buy all 5 favorite gifts→

Favorite5 items
Likes12 items
Tales of the Arena300G · Book
The Knight's Suitors300G · Book
The Works of Dante300G · Book
Trader's Handbook300G · Book
Tome from Away500G · Book
Full Sewing Kit300G · Fashion
Eastern Black Silk3000G · Fashion
Magic-Trick Set200G · Mysteries
Protection Figurine200G · Mysteries
Candy Crystals900G · Sweets
Ahm Lu ClothTheater · Beautiful things
Eastern Tea Leaves2000G · DrinksLikesSix-line divination, round thingsInterestsConcentration, martial arts training
Bond partners6 characters · 1 can reach A
Letters indicate the highest available support conversation (C = support Lv2, B = support Lv3, A = support Lv4);
A paired ending is confirmed,For the rules, seeBonds。
A girl believed to come from the west, called the Mysterious Bride for her appearance. Calm and enigmatic, she handles everything without emotion and values reason above all.
Details
| Title | Mysterious bride |
|---|---|
| Affiliation | White Raven Brides |
| Origin | West |
| Height | 162 cm |
| Birthday | 7/7 |
| Likes | Six-line divination, round things |
| Interests | Concentration, martial arts training |
| Japanese voice | Arisa OgasawaraWikipedia (Japanese) |
| English voice actor | Dawn M. BennetVoice actor database |
Relationships
In the story
Part I: fighting for home
Anatolia enters the Heroic Games to save her people back home. She, Sha Lan, and others come from a foreign land west of Dagda; her white clothing and veil earn her the name “mysterious bride.”
Part I: the Queen's fortune-tellingLight spoilers
Anatolia once told Theodora's fortune, bluntly predicting difficulties that would prevent her from finishing the tournament. Theodora became angry, but Anatolia then declared that she herself would win. Their exchange shows her difficulty considering others' feelings.
After Part III: Individual endingSpoilers
After the war for humanity’s future, Anatolia returns to the ancient kingdom she rules. She then disappears from historical records; her ending does not specify her later whereabouts.
Trivia
- Anatolia's name comes from Greek and means east or sunrise.

Continuum






Fists Lv. 1
Fists Lv. 2
Fists Lv. 3
Fists Lv. 4
Fists Lv. 5
Fistfaire
Black Magic Lv. 1
Black Magic Lv. 2
Black-Magic Mastery
Dodge
Pass Through
Haze Slice
Swords Lv. 1
Shadow Gambit
Swords Lv. 2
Mist Reaper
Swords Lv. 3
Heat Haze
Swords Lv. 4
Swords Lv. 5
Swordfaire
Flowing Spear
Spears Lv. 1
Quick Thrust
Spears Lv. 2
Sword Break
Spears Lv. 3
Ambush Charge
Spears Lv. 4
Spears Lv. 5
Spearfaire
Half Spike
Axes Lv. 1
Hurl
Axes Lv. 2
Riot
Axes Lv. 3
Triple Spike
Axes Lv. 4
Axes Lv. 5
Axefaire
Warning Shot
Bows Lv. 1
Breakaway Shot
Bows Lv. 2
Shadow Arrow
Bows Lv. 3
Calm Call
Bows Lv. 4
Bows Lv. 5
Bowfaire
White Magic Lv. 1
White Magic Lv. 2
White Magic Lv. 4
White-Magic Mastery
Read the Winds
Distraction
Distraction+
Gambit Master
Timely Guard
Armored Leap
Bld
Build +




A
B
B
B
C
C
