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Classes
Upon choosing a class, you automatically unlock all of the abilities. Also upon selection, you have the option to purchase your Class Item. Class Items are unique items that work well with the rest of your class and were designed to be highly desired items. So, know that whatever class and item you choose, it will become a defining characteristic within your story.
 
For example: If you are walking down the streets of Hyrule and see a mage dressed in White Robes, you would know this person is in fact a White Mage. Same for the Duelist tree and their tattoos.
 
All Class items are Accessories, and can be purchased for $300 Coins.
 
Class Items activate on the roll of a 1/11 and are OPB effects.

**Certain words that are Bolded and Highlighted within the abilities have unique effects. Be sure to check out the  CLASS EFFECTS page for more information about those abilities.**

White Mage

  • A1) Cure – Heal 3(SK) HP to the weakest person on your team. 
  • P1) Mend – 25% chance to cast a heal spell twice, targeting a new player, if applicable.
  • A2) Esuna – Restore 2(SK) HP to the weakest person on your team and clear all negative status effects.
  • P2) Faith Armor – 25% chance to halve all damage taken from auto attacks.
  • UL) Holy – Deal 2(SK) damage to all opponents and cast Regen 2 on self and all allies for the next 5 rounds.

Class Item:
Legacy of the Cetra - All HP gained over your MAX HP is dealt to target opponent instead.


Cleric
Prereq: White Mage

  • A1) Bulwark – You or target ally gains +1(SK) Armor for the next 5 rounds.
  • P1) Bolster – Bulwark grants +50 ST for its duration.
  • A2) Shell – You or target ally gains +3(SK) Magic Resist for the next 5 rounds.
  • P2) Imbue – Shell grants +30 SK for its duration.
  • UL) Awestruck - All opponents get Weaken 5 for the next 5 rounds.

Class Item:
Blessed Armor of the Divine - All of your Abilities' durations extend to 10 rounds and become Stackable.


Seraph
Prereq: White Mage

  • A1) Invocation – Cast a prayer that grants you and your allies with Bravery 3 and Haste for the next 3 rounds.
  • P1) Devotion – Each time you use an Ability, extend all prayers by 2 rounds.
  • A2) Reflection – Cast a prayer that grants you and your allies with Reflect for the next 3 rounds.
  • P2) Restoration – Whenever you cast a prayer, Heal 1(SK) to self or ally with the lowest HP.
  • UL) Resurrection – The next time you or an ally would be defeated, that person is returned to the battlefield with 3(SK) HP. (OPB, per person) (Stackable)

Class Item:
Fiery Wings of Celestial Fury - Each time you cast a prayer, target opponent gets Fire 2 until the prayer ends.

 ​​
Black Mage

  • A1) Ice Bolt – Deal 2(SK) damage and Paralyze target opponent for the next 1 round.
  • P1) Experienced Mage – Gain +6 MR.
  • A2) Chain Lightning – Deal 2(SK) damage to target opponent. If successful, deal 1(SK) damage to another target. (Can target the same opponent).
  • P2) What’s Beneath – Ignore 6 of your opponent’s MR.
  • UL) Flare – Deal 2(SK) damage to all opponents and inflict Fire 1 for the next 5 rounds. 

Class Item:
Pulse of the Magus - Whenever you cast an ability, gain +10 SK.


Arcane Warrior
Prereq: Black Mage

  • A1) Torrent – Your next 3 auto attacks deal an additional 1(SK) damage. 
  • P1) Absorb Energy – Each time an opponent uses a Special of Ability, you gain +5 SK.
  • A2) Arcane Armor – Negate the next Special or Ability used against you and gain a shield of Bonus Health equal to the damage that would be dealt. 
  • P2) Mana Font - You and all allies gain +20 SK.
  • UL) Magefists – Your auto attacks use SK instead of ST for the remainder of combat. (OPB)

Class Item:
Bastion of the Battle Mage -  When this item is activated, you gain a shield of Bonus Health equal to your current SK that exceeds 91.


Archmage
Prereq: Black Mage

  • A1) Static Prison –  Whenever target opponent attacks you and at the end of every round, that opponent takes 5 damage. This effect lasts for 5 rounds.
  • P1) Nullify – Your Specials and Abilities ignore all MR.
  • A2) Death Ray - Deal 4(SK) to target opponent.
  • P2) Arcane Knowledge – Can use your Primary Special on a roll of 9/19 and 10/20.
  • UL) Delta Attack – All opponents are dealt 2(SK) damage, 1 item is disabled for the remainder of combat, and each opponent becomes Paralyzed for the next 3 rounds. 

Class Item:
Opus of the Ascended - Double your SK for the next 10 rounds. 

 
Warlock

  • A1) Parasitic Bond – Your familiar attaches to a random opponent. That opponent is dealt 2 damage at the beginning of every round and deals -1 damage until your familiar moves.
  • P1) Synchronize – Whenever you attack, your familiar also attacks, dealing 2 damage. (Unblockable) (Not active until an Ability is rolled)
  • A2) Safeguard – Move your familiar to an ally or recall it to you. The familiar gains 2(SK) HP and takes all damage until defeated or until it moves.
  • P2) Retaliate – Any time your familiar takes damage, that opponent is dealt 5 damage and becomes Paralyzed for the next 1 round.
  • UL) Animus – Recall your familiar to you. It becomes a targetable ally for the next 1(SK) rounds.

Class Item:
Tome of Conjuring - Gain an additional familiar.


Necromancer
Prereq: Warlock

  • A1) Stir from Below – Summon a field of zombie hands with 1(SK) HP. All opponents cannot dodge and take 2 damage at the beginning of every round until the hands are defeated. (Irreducible)
  • P1) Enfeeblement - Every successful auto attack you make inflicts Weaken 2 to that opponent for the next 1 round.
  • A1) Affliction – Deal 2(SK) damage to target opponent and they get Poison 1 for the next 1(SK) rounds.
  • P2) Death Defied – If defeated, you become a ghost for the next 5 rounds. You can only cast Specials or Abilities and can’t be targeted by anything.
  • UL) Grotesque – Summon a large zombie with stats of 3(SK) +1 to the battlefield. If defeated, it explodes dealing 1(SK) damage to all opponents and inflicts Poison 1 for the next 5 rounds.

Class Item:
Black Grimoire of the Dead - Extends Death Defied by an additional 5 rounds.


Harbinger
Prereq: Warlock

  • A1) Awaken – Summon a Chosen Summon with stats of 5(SK)+1 to the battlefield. If you activate this ability while your Summon is active, Heal your summon for 10 HP.
  • P1) The Pledge – The first ability you roll automatically casts Awaken. Your Summon can use your Primary Special.
  • A2) Aegis – Your Summon gains +1 Armor and +3 MR. (Stackable)
  • P2) Soul Bond – Your Summon takes any damage that would otherwise defeat you.
  • UL) Bestow – You lose all of your SK and add it’s modifier to your Summon’s ST for the next 5 rounds.

Class Item:
Ancient Codex of Becoming One - Add your Summon's current non-HP stats to your own. If you have no Summon active, cast Awaken.

 
Mystic

  • A1) Feedback – The next time an opponent successfully attacks you that opponent is dealt 2(SK) damage.
  • P1) Subdue – Each Special or Ability you cast lowers target opponent’s SK by -5.
  • A2) Hijack – The next time your opponent would cast a Special or Ability, you cast it instead using your stat modifiers.
  • P2) Twin Cast – You have a 25% chance to cast your Abilities twice.
  • UL) Battle of Wits – Deal 2(SK) damage to target opponent and they are Suppressed for the next 5 rounds.

Class Item:
Helm of the Puppeteer - Opponents cannot have Positive Status Effects used on them.


Mime
Prereq: Mystic

  • A1) Mimic – Use a random Ability of target opponent using your stat modifiers.
  • P1) Reap – At the beginning of every round, compare your SK with all your opponents and use the highest value for your own for the rest of the round.
  • A2) Borrow – Use target opponent’s Primary Special using your stat modifiers.
  • P2) Déjà vu – You have a 50% chance to cast Mimic or Borrow twice when rolled. New targets can be chosen.
  • UL) Mirror Image – Summon an exact copy of yourself that lasts for 1(SK) rounds. If you use a Special or Ability during those rounds, your Mirror Image uses it also. 

Class Item:
Mask of Many Faces - Create 10 copies of yourself that enter the battlefield with 1 HP.


Psychic
Prereq: Mystic 

  • A1) Mental Blast – Deal 2(SK) damage to target opponent and they become Blind for the next 5 rounds.
  • P1) Total Domination – Gain +3 damage to all of your attacks against opponents who are debuffed.
  • A2) Counterspell – The next Special or Ability an opponent uses is negated and reduces that opponent’s MR by -6.
  • P2) Mind over Matter – The first time your opponent would roll a Crit or Primary Special, the dice is rerolled. Refreshes every 10 rounds.
  • UL) Mass Hysteria – Deal 2(SK) damage to all opponents and they become Confused for the next 5 rounds.

Class Item:
Eye of the Beholder - You cannot be the target of Negative Status Effects nor can your stats be negatively affected.

 
Shaman

  • A1) Ancestral Call – Summon a Totem with 1(SK) HP that provides a buff until defeated. (Buffs include: +10 SK, Heal you 5HP at the beginning of every round, or deals 2 damage to target opponent at the beginning of every round. (Irreducible).
  • P1) Totem Overload – You can have any number of totems.
  • A2) Silence – Deal 2(SK) damage to target opponent and that opponent cannot use Specials or Abilities for the next 3 rounds. 
  • P2) Totemic Might – You gain +2 damage to all of your attacks for each totem you have in play.
  • UL) Hex – Turn target opponent into a frog for the next 5 rounds. That opponent’s stats become X/1/1/1 and they cannot use items, specials, or abilities.​​

Class Item:
Gifts of the Wild - Summon x3 Unique Totems to the battlefield.


Druid
Prereq: Shaman

  • A1) Entangle – Deal 2(SK) damage to target opponent and they become Paralyzed for the next 3 rounds.
  • P1) Primal Forces – You are immune to negative status effects. 
  • A2) Invigorate – Your next auto attack deals 1(SK) bonus damage you heal for the total damage dealt.
  • P2) Farsight – You can activate an Ability on a roll of 10 or 20. 
  • UL) Beast Within – Gain 3(SK) Bonus Health and 1(SK) damage to auto attacks. Your items are disabled and this ability lasts until your Bonus Health is depleted. 

Class Item:
Call of Atarius - Summon a Pet with stats of 25/21/21/21. When Beast Within is active, your pet gains an additional +2 damage.


Witch Doctor
Prereq: Shaman

  • A1) Soul Harvest – Deal 2(SK) damage to target opponent and Heal 1(SK) HP.
  • P1) Dark Ritual – You can’t die from a Special or Ability or their effects. 
  • A2) Voodoo Doll – Summon a doll with 2(SK) HP. Any damage taken by the doll is dealt back to the opponent.
  • P2) Bad Omen – Double your SK when your health drops below 25% of your MAX HP.
  • UL) Curse – Deal 3(SK) damage to target opponent and that opponent becomes Blind, Confused, and gets Poison 1 for the next 5 rounds.

Class Item:
Revenge of the Unsent - Summon a Spirit to the battlefield with 0 HP. This Spirit cannot be targeted by opponents and when it attacks it fears the opponent, Paralyzing that opponent for the next 1 round.

 
Rogue

  • A1) Evade – Dodge the next 3 auto attacks made against you.
  • P1) Dodgy – All of your defensive rolls are dodges (removes counter and paralyze).
  • A2) Turnabout – Make 3 auto attacks that deal an additional X damage, where X is the number of attack you’ve dodged thus far, +1. 
  • P2) Vault – After you use a Special or an Ability, you automatically dodge the next Special or Ability that targets you.
  • UL) Pre-emptive Attack – For the next X rounds, you make an auto attack at the start of the round before any rolls are made. (Stackable) (1/20 SK)

Class Item:
Winged Boots of Swiftness - Gain x2 Dodge rolls.


Assassin
Prereq: Rogue 

  • A1) Smoke Bomb – You become stealthed and target opponent becomes Blind for 5 rounds.
  • P1) Sneak Attack – While stealthed, your auto attacks auto-crit.
  • A2) Shadow Strike – Dodge the next attack made against you and then make an auto attack against that opponent that deals an additional 1(SP) damage.
  • P2) Into the Shadows – The next time you dodge and attack, you become stealthed for 3 rounds.
  • UL) Assassinate – Deal 2(SP) damage to target opponent. If you are stealthed, you deal double damage instead. (Unblockable, OPB, per opponent).

Class Item:
Footsteps of Death - After every successful auto attack you make, stealth for the next 1 round.


Saboteur
Prereq: Rogue

  • A1) Poisoned Bola – Target opponent becomes Paralyzed and is inflicted Poison 3 for 3 rounds.
  • P1) Tainted Weapons – Every attack you successfully make inflicts Poison 1 to that opponent for 2 rounds (Stackable)
  • A2) Sabotage – The next Special or Ability your opponent uses is negated and they instead take 2(SP) damage.
  • P2) Exploit Weakness - All successful attacks dealt to debuffed opponents deal an additional +3 damage. 
  • UL) Acid Rain - All opponents are inflicted with Poison 5 for the next 5 rounds and have 1 item disabled for the remainder of combat. 

Class Item:
Venomous Boots of the Spider Queen - All of your Poison effects deal an additional +1 damage.
 
Time Mage

  • A1) Slowed Response – Deal 2(SK) and delay your opponent’s next action for one turn.
  • P1) Time’s Juncture – Opponents cannot use Abilities in succession.
  • A2) Hasten – You or an ally gain Haste for the next 1(SK) rounds.
  • P2) Ebb and Flow – Opponents lose 10 SP for 3 rounds after attacking you. Each attack refreshes this debuff.
  • UL) Temporal Mending – You and all allies becomes immune to all negative status effects and gain Regen 3 for the next 1(SK) rounds.​​

Class Item:
Hands of Fate - Your opponents can no longer Dodge.


Speedster
Prereq: Time Mage

  • A1) Quicken – Your next 1(SK) attacks are Unblockable.
  • P1) Inertia – Your SP can’t be affected by your opponent.
  • A2) Increase Velocity – Gain +10 SP. (Stackable)
  • P2) Hypersonic – You have no Max SP, granting Dodge, Counter, and Paralyze to rolls of 11-20.
  • UL) Frenetic Fighting – Attack with your SP modifier instead of your ST (OPB).

Class Item:
Golden Ring of the Super Sonic - You gain Haste for the remainder of combat.


Chrononaut
Prereq: Time Mage

  • A1) Wormhole – The next ability or special that targets you gets redirected to a random opponent instead.
  • P1) Omniscience – Prevent all opponents from getting any extra attacks or dodges from Specials or Abilities.
  • A2) Rewind – Return your HP to the value it was three rounds ago. This ability fails if it would reduce your HP.
  • P2) Quantum Mechanics – For every 25 damage you take, create a duplicate of yourself from a previous time with 1(SK) HP.
  • UL) Time Slip – If you would die, return the battle to 1(SK) rounds prior to your death. (OPB) 

Class Item:
Bauble of Impending Doom - After 5 rounds, deal 3(SK) damage to all opponents. (Unblockable)

 
Warrior ​​

  • A1) Make-shift Weapon – Gain a random weapon to fill an empty slot. If all slots are full, add +2 to a random weapon instead.
  • P1) Upgrade – Gain 1 additional slot in your armor.
  • A2) Courage – Gain a shield with 2(SK) Bonus Health that takes all damage for you until defeated.
  • P2) Relentless – Reduce all negative effects on you by -3 rounds. 
  • UL) Whirlwind – Make X auto attacks against 3 random opponents, where X is 1+(1d6).

Class Item:
Bloodstained Armor of the Battleborne - Whirlwind's dice modifier becomes a d10.


Champion
Prereq: Warrior

  • A1) Valorous Strikes – Your next 2 auto attacks deal an additional +5 damage for each opponent in combat.
  • P1) Indomitable – You gain +3 Armor and then +1 additional Armor for each ally in combat.
  • A2) Inspired Charge– Gain a shield of Bonus Health equal to 1(SK) + 5HP for each opponent in combat and charge forward Paralyzing each of those opponents for the next 1 round.
  • P2) Willpower – You gain +9 Magic Resist and then +3 additional Magic Resist for each ally in combat. 
  • UL) Walking Fortress – You become Invincible and all opponents are Taunted for the next 5 rounds.

Class Item:
Adamantium-Scale of Deathwing - Your presence draws both friend and foe to the battlefield, creating an untargetable Ally and Opponent for the remainder of combat.


Tyrant
Prereq: Warrior

  • A1) Front Lines – Summon x3 minions to the battlefield with stats of 1(SK)+1.
  • P1) Vengeance – Whenever a minion dies, your next successful attack deals an additional +5 damage. (Stackable)
  • A2) Security – Summon x2 minions to the battlefield with stats of 2(SK)+1.
  • P2) Mob Rule – If you would be dealt a killing blow, one of your minions are defeated instead.
  • UL) Your Best vs. Mine – Summon x1 minion to the battlefield with stats of 3(SK)+1.

Class Item:
Jeweled Plate of the Archon - All of your minions enter the battlefield with an additional +10 HP.
 
 
​​​​Defender

  • A1) Fortify – You and all your allies gain +1 Armor and +3 Magic Resist. If no allies are present, you gain +2 Armor and +6 Magic Resist instead.
  • P1) Staunch – Your MAX HP is increased by 15.
  • A2) Reinforce – Increase your MAX HP by 1(SK) and Heal that much HP. (Stackable)
  • P2) True Grit – Add your total Bonus HP (beyond 100) to your ST.
  • UL) Temporary Invulnerability – You and all your allies gain Protect and Barrier. (Stackable)​​

Class Item:
Fortress of the Resolute - Double your current Bonus HP and Heal that much.


Dreadnought
Prereq: Defender

  • A1) Provoke – Target opponent becomes Taunted for the next 3 attacks. 
  • P1) Thornmail – Opponents take 2 damage each time they successfully attack you. (Irreducible)
  • A2) Fear – All opponents are dealt 1(SK) damage and are Paralyzed for 3 rounds.
  • P2) Recoil – Opponents that successfully attack you are afflicted with Weaken 2 for the next round.
  • UL) Concussive Blows – Make 3 auto attacks to target opponent. For each successful attack, that opponent becomes Paralyzed for 2 rounds.

Class Item:
Echoes of Pain - Increase Thornmail's damage to 5.


Warden
Prereq: Defender

  • A1) Siphon Strike – Make an auto attack that heals you for the amount of damage dealt plus an additional 1(SK) HP.
  • P1) Overheal – All HP gained beyond your MAX HP becomes a shield of Bonus Health. The shield is capped at 25 HP and decays 5 HP per round. 
  • A2) Absorb – Negate the next attack made against you and Heal that much HP instead.
  • P2) Outlast – At the end of each round, if your HP is less than 50% of your MAX HP, Heal 5HP. 
  • UL) Subjugate – Remove ½ of target opponent’s Armor and Magic Resist for 1(SK) rounds. During this time, that opponent is dealt 3 damage and you Heal 2 HP at the beginning of each round.

Class Item:
Aegis of Rejuvenation - Increase Outlast's Heal to 10 HP.

 
​​​​Soldier

  • A1) Shot in the Dark – Make two auto attacks at two random targets. 
  • P1) Caltrops – Whenever an opponent dodges an attack, they take 2 damage.
  • A2) Triage Beacon – Summon a beacon that gives Regen 2 to you and allies and lasts for 1(SK) rounds.
  • P2) Close Combat – If you attack, but have to reload, you still deal 5 damage to that opponent.
  • UL) Grenade! – After 2 rounds, deal 3(SK) damage to all opponents. ​​

Class Item:
Commando Belt of Munitions - You never have to Reload.


Hawkeye
Prereq: Soldier

  • A1) Headshot – The next auto attack you make deals an additional 1(SK) additional damage. (Irreducible).
  • P1) Take Cover – You dodge the next attack made against you after reloading your weapon.
  • A2) True Shot – After the next time you reload, your next 4 auto attacks ignore all forms of armor, shields, and special effects. 
  • P2) Precision – Your auto attacks Crit on a roll of 6, 8, and 10.
  • UL) Perfect Aim – All of your auto attacks are Unblockable for the remainder of combat. (OPB)

Class Item:
Cloak of the Hunter - After successfully landing a critical hit, you gain MAX SP until your next successful attack.


Reaper
Prereq: Soldier

  • A1) Rapid Fire – Skip your next reload round (Stackable).
  • P1) Extra Ammo – Increase the number of shots in each weapon by +1.
  • A2) Cripple – Deal 2(SK) damage to your opponent and reduce their SP by -10.
  • P2) Dual Wield - Gain an additional +3 damage to all of your auto attacks when dual wielding ranged weapons.
  • UL) Drumfire – You make X auto attacks, where X is the number of shots left in your primary weapon +1. (Secondary weapons and off-hands do not count for this attack.)

Class Item:
Rounds of Ruination - Every attack you successfully make reduces that opponent's ST & SK by -5.

 
​​​​ Brawler

  • A1) Critical Strike – Your next auto attack is Unblockable and deals an additional 1(SK) damage. 
  • P1) Beat Down – Each attack you successfully make reduces that opponent’s SP by -3.
  • A2) Baited Blows – Take ½ damage from the next auto attack made against you, then Counter the attack. If successful, it Paralyzes that opponent for the next 1 round.
  • P2) Combo Breaker – If you would be successfully damaged by the same opponent twice in a row, prevent all damage that would be dealt by their next attack. 
  • UL) Ultra Combo – Make 5 auto attacks. Can target multiple opponents. 

Class Item:
Mythril Gauntlets of the Shattering - Disable target opponent's Armor. (Unblockable)


Monk
Prereq: Brawler

  • A1) Focused Strike – Make an auto attack and reduce that opponent’s highest non-HP stat to 1 for the next 3 rounds.
  • P1) Bare Knuckles – All of your attacks deal an additional +5 damage if you have no Weapons equipped. 
  • A2) Numb – Heal 1(SK) HP and gain Invincible for the next 1 attack made against you.
  • P2) Mantra of Conviction – You and your allies gain +30 ST.
  • UL) Safe Haven – Remove any current and prevent all negative status effects from you and all allies for the next 5 rounds. During this duration, you and all allies gain Regen 5.

Class Item:
Mythril Beads of Spiritual Serenity - All players cannot use Specials or Abilities for the next 10 rounds.


Juggernaut
Prereq: Brawler

  • A1) Enrage – All of your attacks gain +3 damage plus an additional +3 damage for each 25HP missing of your MAX HP for the next 3 rounds.
  • P1) Barrage – Gain +1 damage for each consecutive auto attack you make. The bonus is lost after you miss or get hit. 
  • A2) Ground Pound – Deal 1(SK) damage to all opponents and inflict them with Weaken 3 for the next 3 rounds.
  • P2) Unstoppable – You can’t be defeated from auto attacks.  
  • UL) Ring of Pain – You deal an additional +X damage and reduce all opponent's damage by -X for 5 rounds. (1/20 SK)

Class Item:
Magebane Gauntlets - Each time you take damage from a Special or an Ability, you raise your MR by +6.


​​ Duelist

  • A1) Parry – Dodge and counter the next successful auto attack made against you.
  • P1) Lacerate – Critical strikes deal an additional +5 damage.
  • A1) En Garde! – Challenge target opponent. For the next 3 rounds, all successful attacks you make auto-crit.
  • P2) Adoration – Critical strikes Heal you for 1(SK) HP.
  • UL) Grand Duel – Make 2 regular auto attacks. If both connect, make one final auto attack that auto-crits if successful.

Class Item:
The Crossed Swords - You automatically counter all successful auto attacks made against you.


Samurai
Prereq: Duelist

  • A1) Disarm – Make an auto attack and disable 1 of that opponent’s weapons for the next 5 rounds.
  • P1) Fury – You have a 50% chance to counter all auto attacks made against you (applied before Dodge roll).
  • A2) Riposte – Take ½ damage from the next attack made against you and counter it. 
  • P2) Vital Strikes – All of your attacks deal an additional +5 damage to any opponent with 50% or more of their MAX HP.
  • UL) Test of Honor – For the next 1(SK) rounds, all players cannot use Specials or Abilities.

Class Item:
The Heart & Swords - All Counter attacks that you make are automatic Crits.


Slayer
Prereq: Duelist

  • A1) Bloodthirst – Deal 1(SK) to self and gain that much additional damage on your next 2 attacks.
  • P1) Exploit Weakness – All of your attacks deal an additional +5 damage to any opponent with 50% or less of their MAX HP.
  • A2) Frenzy – You gain Haste for the next 5 rounds. 
  • P2) Vorpal Blades – Any attack you make that would reduce target opponent’s HP to less than 10% of that opponent’s MAX HP automatically defeats that opponent.
  • UL) Slice & Dice – The next 3 auto attacks you make have a 50% chance to attack twice. (Stackable)

Class Item:
The Sickle & Swords - All of your attacks ignore Armor.

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