Incarnation

Unlike normal classes that are chosen during character creation, s 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 , the character cannot earn XP, it is instead diverted towards leveling the (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 levels, the level of all its spells are increased by one (to a maximum of 6 at level 50).
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Table of Contents
*Ektope
*Fyred Ampe
*Goboff
*Grouillot
*Grute
*Haku
*Hichete
*Hulkrap
*Inferno
*Kalkaneus
*Kawotz	
*Kloug
*Klume
*Koksiks
*Kubitus
*Kwismas Goblimp
*Lektor
*Logram
*Magik Riktus Bandits
*Mandrin
*Manitou Zoth
*Mirh	
*Ougicle
*Phong Huss
*Piggy Paupe
*Plunder
*Rapiat
*Stroy Zemol
*Styx
*Tormentator Knights
*Tracon
*Will Killson
:In case incarnation spells aren't here yet, check these links.
==Ektope==
* Ektope's Hammer
Spell 	Effect (Lv50)
Lasm 	Applies Rooted state on itself and reduces damage by 8 (9 on CH) for 3 turns (20% CC). Four turns of cooldown.
Spectral Motivation 	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.
Summon Spectral Boar	Summons a Spectral Boar (4ap, 1 modifiable range). Three turns of cooldown.
Summon Spectral Tofu	Summons a Spectral Tofu (2ap, 1 modifiable range). Two uses per turn.
Crow Corpse 	Deals 10-15 (17 on CH) air damage (3ap, 20% CC, 1-9 modifiable range). Doesn't require line of sight.
Bonus 	Per level	Total
Agility 	? 	20
Vitality 	? 	70
Critical hits	? 	6
Initiative 	? 	50
Damage 	? 	3
Summons 	? 	3
==Fyred Ampe==
* Fyred Ampe's Pickaxe
Spell 	Effect (Lv50)
Tunnel 	Teleports to targeted cell (3ap, 1-7 fixed range). Cast only in line. Six turns of cooldown.
Rock Slide 	-2 to -3 MP for 2 turns (2ap, 20% CC, 1-10 modifiable range). Effect lasts 3 turns on CH. Three turns of cooldown.
Bonanza 	Heals 8 to 11 (12 on CH) hp on itself during 3 turns (3ap, 20% CC). One cast per turn.
Firedamp Explosion	Inflicts 15-21 (24 on CH) water damage on a circle of 4 cells (3ap, 20% CC, 0-4 modifiable range). Two uses per turn.
Headtorch 	Reveals invisible items and characters on a circle of 9 cells around caster (2ap). One cast per turn.
Bonus 	Per level	Total
Vitality 	? 	70
Initiative	? 	50
Chance 	? 	20
Damage 	? 	8
Critical %	? 	6
==Goboff==
* Goboff's Staff
Spell 	Effect
Zmartz'eh	This sell inflicts Air-type damage
Zatzux 	This sell repels all characters around the caster and increase the caster's MP.
Znotfair 	This spell steals Agility from the target.
Znotme 	This spell allows a close-combat attack to be dodged.
Zgoodzat 	This spell heals the target
Bonus	Per level	Total
? 	? 	?
==Grouillot==
* Grouillot's Daggers
Spell 	Effect
Furious Rage 	50% damage buff (2 turns), along with a fire poison that is activated when the buff runs out
Cloak of Flames 	A self-buff that steals HP from adjacent characters on the caster's next turn
Trapped! 	Switches positions with a character and puts a fire damage trap on adjacent tiles of the target square
Creeping Flames 	A fire poison
Regenerative Stone Skin	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
Bonus 	Per level	Total
Vitality 	? 	70
Initiative 	? 	51
Wisdom 	? 	30
Damage 	? 	8
Intelligence	? 	20
==Grute==
* Grute's Sword
Spell	Effect
? 	?
? 	?
? 	?
? 	?
? 	?
Bonus	Per level	Total
? 	? 	?
==Haku==
* Haku's Staff
Spell	Effect
? 	?
? 	?
? 	?
? 	?
? 	?
Bonus	Per level	Total
? 	? 	?
==Hichete==
* Hichete's Daggers
Spell	Effect
? 	?
? 	?
? 	?
? 	?
? 	?
Bonus	Per level	Total
? 	? 	?
==Hulkrap==
* Hulkrap's Axe
Spell 	Effect
Cauterization	Restores some health to target
Amputation 	Non-linear fire damage and AP drain
Shrapnel 	Places a trap while doing direct fire damage to adjacent tiles, linear casting
Reckless Rage	Gives AP and +damage buff along with weakness to all elements
Arsonist 	Summons Will-'o-the-wisp, a fire spark that gives the opponents fire weakness
Bonus	Per level	Total
? 	? 	?
==Inferno==
* Inferno (sword)
Spell 	Effect
Heat Theft 	Steal ap from allies and to a lesser extent, summons, in an area of effect
Treacherous Flames 	Steal health in fire damage and add erosion to allies and to a lesser extent, summons, in an area of effect
Mind-numbing Flames	Deal fire damage, steals intelligence, and adds erosion to allies and to a lesser extent, summons, in an area of effect
Infernal Flames 	Deals ranged fire damage in an area of effect
Infernal Storm 	Deal ranged high fire damage to a target
Bonus	Per level	Total
? 	? 	?
==Kalkaneus==
* Kalkaneus's Sword
Spell 	Effect (Lv50)
Polymorphkick 	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.
Bonus 	Per level	Total
Vitality 	? 	70
Initiative 	? 	50
Strength 	? 	20
Neutral Damage	? 	8
Critical % 	? 	6
==Kawotz==
* Kawotz's Staff
Spell 	Effect (Lv50)
Explosive Kawwot 	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.
Bonus 	Per level	Total
Agility 	? 	20
Vitality 	? 	70
Critical hits	? 	6
Initiative 	? 	50
Damage 	? 	3
Summons 	? 	3
==Kloug==
* Kloug's Wand
Spell	Effect
? 	?
? 	?
? 	?
? 	?
? 	?
Bonus	Per level	Total
? 	? 	?
==Klume==
* Klume's Hammer
Spell 	Effect
Skullcrusher	Causes Earth damage and reduces the target's range
Fortress 	Considerable reduces damage received and allows damage to be taken in the place of nearby allies, but stops reaction and movement the following turn
Heavy Armour	Reduces damage received but also damage inflicted
Come to me 	Attracts all enemies in caster's line of sight, and steals their agility if they come into contact with the caster
Attila 	Summons Attila, a mechanical weedkiller that inflicts area-of-effect Neutral Damage
Bonus	Per level	Total
? 	? 	?
==Koksiks==
* Koksiks's Sword
Spell 	Effect (Lv50)
Marrow Sucking 	Steals 11-14 (15 on CH) on earth element (3ap, 20% CC, 1-5 modifiable range). Can be cast twice per target.
Malevolent Stare	Pushes target back by 2 squares (2ap). Cast in line only. Can be cast up to 3 times per target.
Flinty Blade 	Inflicts a 9-10 (11 on CH) end-of-turn earth poison for 3 turns (3ap, 20% CC, 1-2 modifiable range). Can be cast once per target.
Rotten Teeth 	Inflicts a 13-15 (18 on CH) end-of-turn earth poison for 2 turns (4ap, 20% CC, 1-6 modifiable range). Can be cast twice per target.
Bone Call 	Summons a Boney Chafer (4ap, 3-9 modifiable range).
Bonus 	Per level	Total
Vitality 	? 	70
Initiative	? 	50
Strength 	? 	20
Damage 	? 	8
Critical %	? 	6
==Kubitus==
* Kubitus's Bow
Spell	Effect
? 	?
? 	?
? 	?
? 	?
? 	?
Bonus	Per level	Total
? 	? 	?
==Kwismas Goblimp==
* Kwismas Goblimp Sword
Spell 	Effect
Prez' Ley Summoning	Summons a neutral Prez' Ley which will die by itself in 3 turns
Heart Colouring 	Changes the element of targeted Prez
Unwrapping 	Triggers targeted Prez
Jerk in the Box 	Casts a movement spell from a Prez' Ley
Ink jet 	Inflicts damage on target in random element
Bonus	Per level	Total
? 	? 	?
==Lektor==
* Lektor's Bow
Spell 	Effect (Lv50)
On the edge 	Deals 21-26 (23-28 on CH) water damage and pushes back target by one square (3ap, 20% CC, 0-1 fixed range). Can be cast twice per target
Wyaye Water 	Inflicts a 11-13 (13-15 on CH) start-of-turn water poison on target for 3 turns (4ap, 20% CC, 1 fixed range). Three turns of cooldown.
Doowatya Water 	Makes itself invisible and gives +2mp for 2 turns (2ap, 20% CC). Effects last 3 turns on critical hit. Five turns of cooldown.
Donmentionda Water	Leaps at targeted cell (3ap, 1-4 fixed range). Four turns of cooldown.
Lykmuthalyk Water 	Inflicts a 20-25 (22-27 on CH) start-of-turn water poison on target for 1 turn (3ap, 20% CC, 1-5 modifiable range). Can be cast twice per target.
Bonus 	Per level	Total
Vitality 	? 	70
Initiative	? 	50
Chance 	? 	20
Damage 	? 	8
Critical %	? 	6
==Logram==
* Logram's Staff
Spell 	Effect
Pyromania 	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
Bonus	Per level	Total
? 	? 	?
==Magik Riktus Bandits==
* Swashbuckling Bandit Sword
* Bandit Archer Bow
* Wandering Bandit Staff
* Bandit Sorcerer's Wand
Weapon 	Image	Turns you into 	Image
Wandering Bandit Staff 	 	Wandering Bandit 	
Bandit Archer Bow 	 	Bandit Archer 	
Bandit Sorcerer's Wand 	 	Bandit Sorcerer 	
Swashbuckling Bandit Sword	 	Swashbuckling Bandit	
* 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.
Class 	Solo Combat	Team Support 	Range 	Damage 	Evasion
Swashbuckling Bandit	+Difficult 	++FairAll supportive spells level up. Increases Damage, Critical Hits and MP. Minor healing. Summoned creature provides minor healing through an attack.	+Short 	++Moderate	++FairAll supportive spells level up. Can jump. Reduces Damage and MP. Summoned creature distracts enemies.
Bandit Archer 	++Average 	+LimitedAll supportive spells level up. Invisibility detection. Increases Range. Slightly reduces Damage taken. 	+++Long 	++Moderate	++FairAll supportive spells level up. Has Pushback. Reduces Range and MP. Summoned creature distracts enemies.
Wandering Bandit 	++Average 	++FairAll supportive spells level up. Increases HP. Reduces Damage taken. 	+Short 	++Moderate	+LimitedAll supportive spells level up. Has Pushback. Reduces Agility and Critical Hits. Summoned creature distracts enemies.
Bandit Sorcerer 	++Average 	+++GoodAll supportive spells level up. Powerful healing. Increases AP. Reflects spells. Summoned creature increases various elemental characteristics. 	++Medium	++Moderate	++FairAll supportive spells level up. Can unbewitch. Reduces Damage and AP. Summoned creature distracts enemies.
Class 	Spells	Spells	Spells	Spells
 	Fire 	Water 	Earth 	Air
Wandering Bandit 	
* Enflamed Blow
* Whack o' Fire
* Burning Crush
* Brigandine
* Second Wind	
* Liquid Blow
* Whack o' Ice
* Glacial Crush
* Fumblet
* Trouncer	
* Mineral Blow
* Whack o' Earth
* Seismic Crush
* Wanderer's Fury
* Mini'jack	
* Aerial Blow
* Whack o' Wind
* Aerial Crush
* Whack o' Shield
* Ratpack
Bandit Archer 	
* Enflamed Shot
* Fiery Streak
* Incendiary Mortal Shot
* Buckaray
* Sticky Arrow	
* Icy Shot
* Icy Streak
* Polar Mortal Shot
* Tightrope
* Sentinel	
* Seismic Shot
* Quaking Streak
* Terrestrial Mortal Shot
* Whiteout
* Archery	
* Windy Shot
* Windy Streak
* Celestial Mortal Shot
* Tiptowe
* Bone Idol
Bandit Sorcerer 	
* Magmanic Meteorite
* Fiery Lighting Bolt
* Burning Vitality
* Loafylactic
* Woundism	
* Frozen Meteorite
* Watery Lighting Bolt
* Frozen Vitality
* Demystification
* Not the Face	
* Solid Meteorite
* Mineral Blow (Bandit Sorcerer Version)
* Stony Vitality
* Adrenaline
* Staff of the Sorcerer	
* Gaseous Meteorite
* Windy Lighting Bolt
* Wind Vitality
* Stagger
* Rattle On In
Swashbuckling Bandit	
* Infernal Blade
* Burning Gash
* Fire Dummy
* Footloose
* Frierhose	
* Icy Blade
* Icy Gash
* Ice Dummy
* Acuteness
* Martial Arthritis	
* Stony Blade
* Earthy Gash
* Earth Dummy
* Quantum Hop
* Cruel Blade	
* Hurtling Blade
* Windy Gash
* Wind Dummy
* Furrow
* Ratical Measures
Weapon 	Per level 	Total bonus
Wandering Bandit Staff 	0.1 Air Resistance, 0.1% Air Resistance, 0.1 Water Resistance, 0.1% Water Resistance, 0.1 Fire Resistance, 0.1% Fire Resistance, 6 Earth Resistance, 0.1% Earth Resistance	6 Air Resistance, 6% Air Resistance, 6 Water Resistance, 6% Water Resistance, 5 Fire Resistance, 6% Fire Resistance, 5 Earth Resistance, 6% Earth Resistance
Bandit Archer Bow 	0.04 Range, 0.5 Agility, 0.5 Chance, 0.5 Intelligence, 0.5 Strength 	2 Range, 25 Agility, 25 Chance, 25 Intelligence, 25 Strength
Bandit Sorcerer's Wand 	1 Agility, 1 Chance, 1 Intelligence, 1 Strength 	50 Agility, 50 Chance, 50 Intelligence, 50 Strength
Swashbuckling Bandit Sword	0.1 Critical Hits 	6 Critical Hits
==Mandrin==
* Mandrin
Spell 	Effect
Robbery 	Steals Earth health , increases the Earth damage suffered by the target, and increases the casters Earth resistance.
Salt Tax 	Steals AP and HP (Earth) from the enemy.
Leasing 	Steals MP and Hp (Earth). Pushes back any enemies in contact with a caster by one cell.
Tax 	Steals Range and HP (Earth).
Contraband	Steals Stregnth and HP (Earth(.
==Manitou Zoth==
*Manitou Zoth's Staff
Spell 	Effect
Aerolance 	?
Aqualance 	?
Geolance 	?
Pyrolance 	?
Gusty Pellet 	?
Muggy Pellet 	?
Incendiary Pellet	?
Rocky Pellet 	?
Piercing Rock 	?
Powerful Rock 	?
Flamboyant Rock 	?
Crushing Rock 	?
Terrifying Spirit	?
Aggressive Spirit	?
Devoted Spirit 	?
Spirit Grace 	?
Air Summon 	?
Water Summon 	?
Fire Summon 	?
Earth Summon 	?
Bonus 	Per level	Total
Vitality 	? 	?
Agility 	1 	50
Intelligence	1 	50
Chance 	1 	50
Strength 	1 	50
Power 	? 	?
==Mirh==
*Mirh's Hammer
Spell 	Effect
Left Foot 	Inflicts Air damage
Fairy Nuff 	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
Bonus	Per level	Total
? 	? 	?
==Ougicle==
*Ougicle's Sword
Spell 	Effect
Lock Up 	Inflicts air damage and increases the caster's lock.
Coat of Mail 	Reduces received damage and adds a MP when the caster is pushed.
Scallywag 	Swap places with the target and inflect cross-shaped damage to enemies.
Snare 	Places a trap that inflicts air damage in a cross-shaped AoE.
Call of the Wind	Summons an Air Ouaivz capable of reducing enemies' Air resistance or applying the Gravity state to them.
Bonus	Per level	Total
? 	? 	?
==Phong Huss==
*Phong Huss's Sword
Spell	Effect
? 	?
? 	?
? 	?
? 	?
? 	?
Bonus	Per level	Total
? 	? 	?
==Piggy Paupe==
*Piggy Paupe's Staff
Spell 	Effect
Instinct 	Transform into a Lousy Pig Knight to increase damage and MP to the detriment of range
Preliminaries 	Attracts by 1 cell and reduces the target's MP
Smash 'em all 	Causes damage
Blah Blah Blah 	Poisons the target to cause damage to it
Summoning of Nasty Little Lousy Pig	Summons a Nasty Little Louse Pig that will increase its allies damage
Bonus	Per level	Total
? 	? 	?
==Plunder==
*Plunder's Staff
Spell	Effect
? 	?
? 	?
? 	?
? 	?
? 	?
Bonus	Per level	Total
? 	? 	?
==Rapiat==
*Rapiat's Sword
Spell 	Effect
Little Pest 	Inflicts damage and applies weakened state
Scrooge 	Inflicts damage and steals MP
Ziggurat 	Inflicts damage and increases the caster's %damage
Rallying 	Increases damage and lock for allies and decreases damage and dodge for enemies
Summoining of Reine Rate	Summons a Reine Rate capable of summoning Rats Daim that will attack, and summon other Rats Daim
Bonus	Per level	Total
? 	? 	?
==Stroy Zemol==
*Stroy Zemol's Sword
Spell 	Effect
Revulsion 	This spell reduces the target's range
Utopia 	This spell increases the AP of allies and enemies in its AoE
Carebear Hug 	This spell gives back a few HP points to the target
Butt Plug 	This spell causes Fire-type damage and reduces the damage caused by the target
Faye Pworme Boot	This spell inflicts Fire-type damage over several turns
Bonus	Per level	Total
? 	? 	?
==Styx==
*Styx
Spell 	Effect
Summon Bulbeau	?
Boiling Water 	?
Bonus	Per level	Total
? 	? 	?
==Tormentator Knights==
*Magic Weapon
Tormentator 	Image	Element	Turns you into 	Image
Cloud's Tormentator 	 	 	White Knight 	
Darkness's Tormentator	 	 	Darkness Knight	
Drop's Tormentator 	 	 	Blue Knight 	
Flame's Tormentator 	 	 	Red Knight 	
Leaf's Tormentator 	 	 	Green Knight 	
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 Cloud's Tormentator/White Knight can buff MP and detect invisibility.
*The Darkness's Tormentator/Darkness Knight can steal HP and reduce damage.
*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.
Tormentator 	Element	Spells
Cloud's Tormentator 	 	
* Cloud Devastation
* Cloud Shot
* Swiftness
* Sixth Sense
* Saverne's Blow
Darkness's Tormentator	 	
* Cruel Devastation
* Cruel Shot
* Infamy
* The Vile Age
* Saverne's Blow
Drop's Tormentator 	 	
* Water Devastation
* Water Shot
* Restoration
* Lady in the Water (spell)
* Saverne's Blow
Flame's Tormentator 	 	
* Fire Devastation
* Fire Shot
* Fusion
* Sign
* Saverne's Blow
Leaf's Tormentator 	 	
* Earth Devastation
* Earth Shot
* Toadaby
* Unbreakable
* Saverne's Blow
Tormentator 	Per level 	Total bonus
Cloud's Tormentator 	1 Vitality, 1 Agility 	50 Vitality, 50 Agility
Darkness's Tormentator	1 Vitality, 0.5 Agility, 0.5 Chance, 0.5 Intelligence, 0.5 Strength	50 Vitality, 25 Agility, 25 Chance, 25 Intelligence, 25 Strength
Drop's Tormentator 	1 Vitality, 1 Chance 	50 Vitality, 50 Chance
Flame's Tormentator 	1 Vitality, 1 Intelligence 	50 Vitality, 50 Intelligence
Leaf's Tormentator 	1 Vitality, 1 Strength 	50 Vitality, 50 Strength
==Tracon==
*Tracon's Sword
Spell	Effect
? 	?
? 	?
? 	?
? 	?
? 	?
Bonus	Per level	Total
? 	? 	?
==Will Killson==
*Will Killson
Spell 	Effect
Ambidexterity	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) ==
* Earth focused incarnations (Neutral and Omni included)
* Fire focused incarnations
* Air focused incarnations
* Water focused incarnations
Category:Game information
*
Category:Weapon