Classes

Classes are an important part of Crystal Project serving as the main form of progression after fights via LP. This page is dedicated to explaining their abilities and possible synergies they have with notable classes.

## **Warrior**

**Advantages:** Well rounded physical job, Tanky, Physical Debuffer.

**Disadvantages:** Repetitive Moveset, Self Debuffing/Harming abilities.

### **Warrior Skills**

**Provoke:** Strong Strength based single target taunt.

* **Cost:** 6 AP.
* **Charge:** Instant.

**Defender Stance:** Deal 25% less Physical Damage but take 25% less Physical damage.

* **Cost:** 2 AP.
* **Charge:** Instant, does not take turn.
* **Other:** Replaces current stance.

**Berserker Stance:** Deal 25% more Physical Damage but take 25% more Physical damage.

* **Cost:** 2 AP.
* **Charge:** Instant, does not take turn.
* **Other:** Replaces current stance.

**Power Break:** Strong Attack/Strength based attack. Inflicts Power Down on target for 2 turns.

* **Cost:** 8 AP.
* **Charge:** Instant.

**Armor Break:** Strong Attack/Strength based attack. Inflicts Armor Down on target for 2 turns.

* **Cost:** 8 AP.
* **Charge:** Instant.

**Bruiser Crush:** Very Strong Attack/Strength based attack. Deals 50% less damage if user is not the target's top threat.

* **Cost:** 9 AP.
* **Charge:** Instant.

**Blitz Crush:** Very Strong Attack/Strength based attack. User takes 20% recoil damage.

* **Cost:** 9 AP.
* **Charge:** Instant.

**Paragon Crush:** Very Strong Attack/Strength based attack. Inflicts Power Down on user for 1 turn.

* **Cost:** 9 AP.
* **Charge:** Instant.

**Battle Crush:** Very Strong Attack/Strength based attack. Inflicts Armor Down on user for 1 turn.

* **Cost:** 9 AP.
* **Charge:** Instant.

### Warrior Passives

**Equip Sword:** Allows the user to use swords on any class.

* **Cost:** 1 PP.

**Equip Axe:** Allows the user to use axes on any class.

* **Cost:** 2 PP.

**Grudge:** User gains +2 AP when physically damaged.

* **Cost:** 4 PP.

**Adrenaline:** +6 AP at the start of battle.

* **Cost:** 3 PP.

## Monk

**Advantages:** Versatile, High HP, Cheap Investment.

**Disadvantages:** High AP cost, Very low Max MP.

### **Innate Passive**

**Brawler:** Attack while unarmed is increased by Strength.

### **Monk Skills**

**Beat Down:** Very strong Attack/Strength based attack. Has 50% Variance.

* **Cost:** 12 AP.
* **Charge:** Instant.
* **Requires:** Staff/Unarmed.

**Meditate:** Removes all Debuffs from the user. Can only be used on the user.

* **Cost:** 2 AP.
* **Charge:** Instant.

**First aid:** Removes one Debuffs from the target. Can not be used on the user.

* **Cost:** 1 AP.
* **Charge:** Instant.

**Earth Split:** Strong Attack/Strength based attack. Attacks all foes.

* **Cost:** 14 AP.
* **Charge:** Instant.
* **Requires:** Staff/Unarmed.
* **Other:** Earth elemental attack, Affected by the average of target's defense and resistance.

**Chakra:** Applies the buff "Chakra" on user for 3 turns. Cannot target anyone but the user.

* **Cost:** 8 AP.
* **Charge:** Instant.
* **Other:** Chakra restores 30% HP per user turn.

**Thunder Chop:** Strong Attack/Strength based attack. Attacks all foes.

* **Cost:** 14 AP.
* **Charge:** Instant.
* **Requires:** Staff/Unarmed.
* **Other:** Thunder elemental attack, Cannot miss, Affected by the average of target's defense and resistance.

**Focus Energy:** Can only be used by the user on themself. Next attack has a 100% crit chance.

* **Gain:** AP (Based on Strength)
* **Charge:** Instant.

**Wind Punch:** Very Strong Attack/Strength based attack. +100% Critical damage.

* **Cost:** 22 AP.
* **Charge:** Instant.
* **Requires:** Staff/Unarmed.
* **Other:** Wind elemental attack, Affected by the average of target's defense and resistance.

**Revive:** Targets one ally, reviving them with 1 HP.

* **Cost:** 12 AP.
* **Charge:** Instant.

**Chi Burst:** Overwhelmingly Strong Spirit based attack, targets one enemy, ignores enemy defense.

* **Cost:** 30 AP.
* **Charge:** Instant.

### Monk Passives

**Brawler:** Attack while unarmed is increased by strength.

* **Cost:** 1 PP.

**HP Boost:** +20% HP.

* **Cost:** 4 PP.

**Counter:** Counters physical attacks with a Weak Attack/Strength based attack.

* **Cost:** 3 PP.

## Rogue

### **Rogue Skills**

**Steal:** Single target ability.

* Attempts to steal an item.

**Backstab:** Single target Dagger/Rapier skill.

* Cost: 10 AP
* DMG: 50 + 2.0 ATK + ATK \* DEX + DEX
* Always misses if you are not the target's bottom Threat

**Shadow Cut:** Single target Dagger/Rapier skill.

* DMG: ATK + ATK \* 0.5 DEX + 0.5 DEX
* Target cannot counter.
* Generates no Threat.
* Always misses if you are not the target's bottom Threat

**Sneak Attack:** Single target Dagger/Rapier skill.

* Cost: 15 AP
* DMG: 80 + 1.5 ATK + ATK \* DEX + 0.5 DEX
* Always misses if you are not the target's bottom Threat

**Eye Gouge:** Single target Dagger skill.

* Cost: 12 AP
* DMG: 0.5 ATK + ATK \* 0.25 DEX + 0.25 DEX
* Always misses if you are not the target's bottom Threat
* Inflict Blind for 1 turn.

**Sleep Bomb:** Single target ability.

* Cost: 6 AP
* Inflict Sleep for 2 turns.

**Trick Slash:** Single target Dagger skill.

* Cost: 12 AP
* DMG: 0.5 ATK + ATK \* 0.25 DEX + 0.25 DEX
* Interrupt target's turn if they are currently charging an ability.
* Always misses if you are not the target's bottom Threat

**Rupture:** Single target Dagger/Rapier skill.

* Cost: 30 AP
* DMG: 100 + 2.0 ATK + ATK \*DEX + 1.5 DEX
* Inflict Bleed for 9 turns.

**Run Away:** Ability.

* Cost: 12 AP
* Attempts to escape battle.

**Reflex Stance:** Stance change. Does not use the turn.

* Cost: 6 AP
* Defense -50%
* Always evade multi-target physical attacks when you are not the attacker's top Threat.

### **Rogue Passives**

**Equip Dagger**

* Enable equipping Dagger regardless of current Class.
* **Cost:** 2 PP

**Backstabber**

* Deal 20% more physical damage if you are the target's bottom Threat
* **Cost:** 4 PP

**Pocket Sand**

* Use when critically damaged: Inflict Blind for 1 turn.
* **Cost:** 4 PP

## Synergies

**Monk & Warrior**
Monk and Warrior go together well if you also grab the **Brawler** ability from the former as Warrior's high Strength lends itself well to most of Monk's abilities. Monk also provides status curing abilities, HP regen, and a revival skill if used as a sub job. Warrior's abilities give Monk some Debuffs to their attacks at a cheaper cost then some of Monk's other skills. All of Monk's Passives work extremely well with Warrior, and the same can be said for Warriors non weapon related passives.

**Warlock & Nomad**Warlock has access to Remedy, which is a single target heal with a low mana cost, no CT, and debuff removal. Nomad has access to Therapy Stance, which makes single target heals party wide. Along with Warlock's Doublecast, this lets you heal your entire party and remove 1 debuff twice. Nomad also has *Healing Spring,* a heal spell with a low CT with an AP cost instead of a mana cost. This allows you to be more gentle towards your mana usage while maintaining party heals, which can be a daunting task as you go later into the game.