The Godhand
Divine classesザ・ゴッドハンド · The GodhandClass requirements
Growth rate modifiersTotal +95%
Stats
| HP | Str | Mag | Spd | Dex | Def | Res | Lck | Cha | |
|---|---|---|---|---|---|---|---|---|---|
| Bonus | 7 | 4 | 4 | 5 | 2 | 4 | 5 | 0 | 2 |
Class and mastery skills
| Category | Skills | Effect |
|---|---|---|
| Class skills | Combat Arts +3 | Equippable combat arts +3 |
| Class skills | White-Magic Zenith | White magic uses ×3 |
| Class skills | Brawl Avo +10 | Avo +10 when wielding gauntlets |
| Mastery skill | Divine Adornment | Res+10 |
Mastery skill: Learned by maxing out this class's experience. Retained after changing class.
Recommended characters for this class
Playing this class
The Godhand combines gauntlet damage and White Magic support: triple White Magic uses and Avoid +10 with gauntlets equipped. First obtain Strike and Heal from
War Monk to attack with that art and then cast support magic.

Suitable characters
Troy transitions naturally from War Monk, already using Gauntlet and White Magic. His exclusive gauntlets deal magical damage and are effective against fliers.
Mu develops physical stats through
Gladiator,
Pugilist, and
Warrior, then trains White Magic A for Warp and moves through War Monk into The Godhand. Use Strike and Heal to attack then Warp; triple White Magic provides 3 Warp uses.
Training requirements
After Segment 4 of the Promised One's story begins, bring the Key of the Diadem to Heaven's Crown Temple for Emperor's Sash. Gauntlet S, White Magic C, and a 100% pass rate are required for the exam. Only one unit can hold The Godhand; return the qualification to change holders.
Uses gauntlets and White Magic, not swords or Black Magic. Movement 6 and Combat Arts +3. Growth modifiers are Strength/Magic +10 and Speed/Resistance +15 each. The Avoid bonus requires equipped gauntlets, and triple uses apply only to White Magic the character has learned.
Mastery Divine Adornment grants Resistance +10, specifically helping magical damage rather than Defense.
When to stay in The Godhand
Stay when you need brawling plus healing or Warp. Divine Adornment is worth learning along the way, with direct value from Resistance +10. The class already has high Resistance; this does not fix every survival weakness. Mu can no longer use Cleansing Blade here, so assign Underworld enemies to teammates or Boons.
If Mu focuses purely on physical damage without White Magic training, stay
Battlemaster. It gives HP and Strength growth +25 each and access to swords, axes, and gauntlets. This prioritizes physical offense; divine tier alone does not justify changing to brawling/White Magic.
Combat Arts +3
White-Magic Zenith
Brawl Avo +10
Divine Adornment