The feature(s) mentioned on this page have been removed from the game, and are merely left on the Wiki for historical reasons.
Unlike normal classes that are chosen during character creation, Incarnations come in the form of magical Weapons. Once equipped, it transforms a character into another, physically changing its appearance and replacing its entire spell set. Removing the weapon returns the character to its original form.
While in the form of an Incarnation, the character cannot earn XP, it is instead diverted towards leveling the Incarnation (See Incarnation#Levels for a list of XP needed to level up). As a result, neither characteristics points nor Spell Points are obtained with each level. Instead, all Incarnation class spells are learned at the beginning. For every 10 Incarnation levels, the level of all its spells are increased by one (to a maximum of 6 at Incarnation level 50).
Can be cast only on summons. +5 AP (+6 on CH) and +3 (+4 on CH) MP for 1 turn (3ap, 20% CC, 1-3 modifiable range). Cast only in line. Two uses per turn.
Takes 99% of the caster's HP while giving them 1000 damage reduction and -100 pushback resistance for 2 turns, restores 5000 HP after the effect runs out
Deals 1-18 (18 on CH) neutral damage (4ap, 5% CC, 1-5 fixed range). Switches position with target on critical hit. Two uses per turn.
Trampled
Increases Polymorphkick's basic damage by 10 (15 on CH) for 1 turn and gives itself and allies 100 power (150 on CH) for 2 turns (not stackable) on a circle of 2 cells around caster (1ap, 5% CC). Sets a cooldown of 1 turn for other buff skills of this incarnation.
Long Distance
Increases Polymorphkick maximum range by 10 (12 on CH) for 1 turn and gives itself and allies 5 range (6 on CH) for 2 turns (not stackable) on a circle of 2 cells around caster (1ap, 5% CC). Sets a cooldown of 1 turn for other buff skills of this incarnation.
Light On Your Feet
Decreases Polymorphkick maximum range by 4 (1 turn), reduces Polymorphkick ap's cost by 2ap (1 turn), increases number of casts per turn by 4 (5 on CH, 1 turn) and gives itself and allies +2ap (+3 on CH) for 2 turns (not stackable) on a circle of 2 cells around caster (1ap, 5% CC). Sets a cooldown of 1 turn for other buff skills of this incarnation.
Achiles' Heel
Increases Polymorphkick critical hit chance by 50% for 1 turn and increases itself and allies critical hit chance by 10% (12% on CH) for 2 turns (not stackable) on a circle of 2 cells around caster (1ap, 5% CC). Sets a cooldown of 1 turn for other buff skills of this incarnation.
Causes 14-18 (15-19 on CH) water damage and removes 3mp from target for 1 turn (4ap, 3-7 modifiable range, 5% CC). Two uses per turn.
Invewse Grawity Glyph
Sets a glyph that lasts 1 turn and causes Rooted and Gravity state on a circle of 4 cells (3ap, 1-6 modifiable range). Four turns of cooldown.
Kwunch my Kawwot
Steals 19-23 (15-19 on CH) in water element and steals 13-17 (15-19 on CH) chance stat from hit allies/enemies around caster (4ap, 5% CC). Two uses per turn.
Awthwitic Telepowtation
Teleport anywhere on the map, but miss the next turn (1ap). Five turns of cooldown.
Wabbit Leap
A linear leap with cross-shaped water damage (4 to 7, 6 to 9 on CH), that pushes one square at the destination cell (3ap, 5% CC, 2-6 modifiable range). One cast per turn. Doesn't require line of sight.
Logram randomly transforms for 3 turns, gaining or losing characteristics and access to certain spells depending on what he becomes
Ignition
Inflicts Fire damage
Interference
Steals HP and swaps places with a target in close combat The Flamboyant state is required to cast this spell
Disabling Burn
Inflicts damage and applies a fire type poison to the target, which injures them depending on the number of AP they use during their next turn The Ardent state is required to cast this spell
Transmission
Sacrifices part of their HP to inflict damage on an opponent and steal his AP and MP The Ectoplasmic state is required to cast this spell
Swashbuckling Bandits mainly serve to weaken enemies in close combat. Although they suffer from having the absolute worst range in the entire game, they can jump, buff their MP, and most importantly, greatly reduce an opponent's MP for multiple turns. Although they appear similar to Iops, they do not share the same tactics, they should be played tactically like a Pandawa. They also have the unique ability to inflict damage-over-time to a single target, which is useful for penetrating armor spells that some enemies use.
Bandit Archers focus on sniping enemies from a distance, while reducing their range and MP. What separates them from Cras is their direct access to disabling spells. While Cra spells depend upon Critical Hits, Bandit Archers can inflict effects as supportive spells. They can also detect invisibility.
Wandering Bandits are tanks that combine the resilience of Fecas with the melee power and endurance of Sacriers. While they are more powerful than Fecas (until Burning Glyph comes along), they also inherit the horrible range of Sacriers. On the upside, their spells provide huge buffs and can get them quickly into range.
Bandit Sorcerers are spell casters with various capabilities. They can be thought of as a hybrid between Eniripsas and Xelors, since their spells contain a mixture of healing, dispelling, AP reduction, and AP boosting. In addition, their attacks deal Area of Effect damage. Amazingly, their strong healing power is only second to that of Eniripsas. Not only that, ranged life stealing is part of their main arsenal.
++ Fair All supportive spells level up. Increases Damage, Critical Hits and MP. Minor healing. Summoned creature provides minor healing through an attack.
+ Short
++ Moderate
++ Fair All supportive spells level up. Can jump. Reduces Damage and MP. Summoned creature distracts enemies.
Inflicts damage and makes a target drowsy, inflicting the Gravity and Weakened state on them and making them lose MP
Field of Sand
Makes the surrounding Earth vibrate with its drum, causing damage and MP loss over time to everyone in the zone of effect, apart from Mirh and its stations
Rise and Shine
Mirh changes places with an enemy or a summons If it's an enemy it will lose MP If it's a summons, it will inflict damage in a cross around it based on its Agility
Parked
Mirh calls a stationary summons which reduced nearby enemies' resistance to MP loss The longer they stay alive, the more damage Rise and Shine will do to it
These classes have the following traits in common:
All five classes are attackers that deal moderate Area of Effect damage at long range, while inflicting disabling effects. They are quite similar and can be thought of as different variants of the same class.
Each class has a Devastation spell, which is a long ranged Area of Effect attack.
Each class has a Shot spell, which deals moderate damage to a single target at long range (with the exception of the Flame's Tormentator/Red Knight which simply deals higher damage), this spell has an additional effect for each class, varying from dispelling to inflicting pushback.
Each class has Saverne's Blow, which is a disabling spell that inflicts pushback and reduces MP within an Area of Effect.
Each class has two supportive spells (with the exception of the Flame's Tormentator/Red Knight which has additional attack spells instead).
They differ mostly in terms of their two supportive spells, which are as follows:
The Drop's Tormentator/Blue Knight can heal and summon a creature that provides healing.
The Flame's Tormentator/Red Knight does not have supportive spells. Instead, they have an attack with a wide Area-of-Effect and an attack that does damage-over-time (which goes through armor spells).
The Leaf's Tormentator/Green Knight can transform a character into a fast-moving Toad that has no AP, which is useful both for allies and against enemies. They can also reduce damage.
Buffs the caster's AP, AP dodge and MP dodge for 3 turns
Dual Blade
Increases the caster's +damage for 6 turns
Quattro
Melee air steal damage, applies a dodge debuff to the target
Shaving Foam
Puts the target in Rooted state, Pushed everyone around them back 1 cell and give them % Critical buff for 2 turns
Wild Stampede
increases casters MP, Critical damage and Agility for 1 turn
Bonus
Per level
Total
Vitality
2
100
Agility
1
50
Critical Hit
1 per 10
6
Air Damage
2 per 10
10
Initiative
2
100
%Air Resistance
1 per 10
6
Air Resistance
1 per 10
6
Levels[]
Note: Incarnations use the same level gap system as Guilds and Mounts, where the gap is the difference between the player's level and the Incarnation's Incarnation Level, not the item level of the Incarnation weapon.
Level
XP required
1
0
2
1750
3
4000
4
7250
5
11500
6
16750
7
23000
8
30250
9
38500
10
47750
11
58000
12
69250
13
81500
14
94750
15
109000
16
124250
17
140500
18
157750
19
176000
20
195250
21
215500
22
236750
23
259000
24
282250
25
306500
26
331750
27
358000
28
385250
29
413500
30
442750
31
473000
32
504250
33
536500
34
569750
35
604000
36
639250
37
675500
38
712750
39
751000
40
790250
41
830500
42
871750
43
914000
44
957250
45
1001500
46
1046750
47
1093000
48
1140250
49
1188500
50
1262750
Basic Presentation of Incarnation Spells (Video)[]