recursal/Fanatic-Fandom huggingface dataset:
Vampire

The **Vampire** is the 18th job in Minute Frontier.

Element : Dark Unlock: 6.5km

## Overview

The **Vampire** is a stereotypical vampire, wearing a large black cloak and red necklace. Their hair is white and eyes are blood red. The job is unlocked by defeating Skull Knight and progressing to 6.5km.

## Strategy

The Vampire contends with some of the strongest jobs in ***MinuteFrontier***, being one of a select few jobs to provide healing to damaged players as they progress through the game, substantially increasing survivability in being able to recover from losing situations by generating more health back than damage taken.

The ability that allows for this is **Bloodsucker**, healing the player when they defeat an enemy. For each level the Vampire job has, each monster killed will heal +2 HP. For most of ***MinuteFrontier's*** gameplay of fighting four enemies per screen, this translates to healing eight HP each screen per level invested, making the Vampire the most efficient form of healing per level compared to their contemporaries. As the player continues amassing stats and quickening the pace of the game through **Move Up** and other damage enhancing abilities, **Bloodsucker** scales well where other forms of healing fall behind.

With specialization against normal enemy screens, there are a few key weakness of this ability suffers from. Against Bosses, this ability is only able to heal the player one time, and only after the player has successfully defeated the boss. Inns pose as an obstacle, since they are devoid of any monsters along their 0.1km screen, no healing is able to be gained with **Bloodsucker**, as well as not factoring in the ability's levels to the passive healing bonus the building normally provides. Finally, the lethal blow against enemies must explicitly be from the player's own weapon. For players relying on Pets, or have the **Summons** ability from the Summoner or Onmyoji, a pet killing the enemy will forfeit any healing provided by **Bloodsucker**.

Overall the **Bloodsucker** ability pairs well with other healing sources such as Priest's **Natural Recovery** and Monk's **Move Recovery** abilities, which both have comparatively less healing, but are also far more consistent for providing healing against bosses and when encountering Inn screens.

For the job itself, the Vampire is a very Knife-oriented job. While also providing some Weapon Bonus Ups for Sword and Staff users, being able to grant the Knife a higher base weapon multiplier and an elemental reskin puts it ahead. With a couple Magic Attack Ups, the favoritism is quite well pronounced. Thankfully, many players will still benefit from the Vampire just from the healing, so adding on these secondary abilities is another point in Vampire's favor.

Following the trend set by the Priest and the Monk, the Vampire's stat growth per level takes a heavy toll as a consequence for providing an ability that levels infinitely with further job levels. With six points to allocate, the Vampire attempts to cobble together an elemental-physical attacking playstyle through increasing POW, SPD, and INT.

For more information on strategy, look at Character Builds.
Mother

The **Mother** is the 58th job of Minute Frontier.

Element : Normal Unlock: 49.6 km

## Overview

The Mother wears an orange shirt with a white undershirt visible, olive pants and a white apron from the waist down. Their hair is brown and in the same style used by the Villager. They carry a baby on their back, who has rosy cheeks. The job is unlocked when defeating DragonRider and progressing to 49.6km.

## Strategy

The Mother is a strange job, being most notable for providing the Pet Breeding ability. Pet Breeding provides 1 EXP per level for the player's currently equipped pet, adding to the monster EXP for every single monster kill.

Due to how EXP Scaling works, an additional +1 EXP per kill is rather insignificant. Especially once the player reaches the Dimensional Door, where monsters at minimum provide over 200 EXP per kill. Given how far into overworld progression the Mother is unlocked at, this problem becomes readily apparent.

As far as having a job which provide extra EXP, Mother faces stiff competition with Bunny. As opposed to gaining +1 EXP/LVL for every screen, Mother gives +4 EXP/LVL for every normal screen with four monsters, giving less when fighting single Bosses, and none at all when entering Inns. One disadvantage for Mother is the EXP also only applies for the player's currently equipped pet, not benefitting the player's own EXP, or the EXP for pets left at Pet Boarding.

Mother's misfortune continues the rest of their abilities being very sparse, requiring 30 LVL increments to obtain one Elemental Up and Weapon Bonus Ups for the Knife, Spear, and Dice. Only after achieving LVL 100 does the rate of new abilities become more comparable to other jobs, at this point the amount of investment required is often not worthwhile.

Despite all of the ability failings, Mother does have some genuine use for late-game. As one of the few classes which gains an ability every level, Mother has superior stat growth, gaining the full 10 points across all stats when the other jobs often have nine or less points to allocate per level.

Speaking of stat growth, Mother slots into a powerful niche regarding the MEN stat. At +3 MEN per level, Mother is one of eight jobs which increase the stat by three or more. Where Mother differs from all other seven jobs in this group is her surrounding stat growth is ideal for non-Staff playstyles, with every other MEN option simultaneously growing INT at +2 points or more.

The absolute best job for growing MEN is Kekkaishi, which only grows 8 points per level, and two of those points are spend on INT. Mother, while growing MEN relatively slower per level, has more overall points invested per level, and makes every single one of them work for physical weapons.

For more information on strategy, look at Character Builds.
Cat

The **Cat** is the 56th job of Minute Frontier.

Element : Normal Unlock: 47.7 km

## Overview

The Cat wears a white kitty suit, with cat ears and tail to complete the look. They also wear a red pet collar, pink skirt and brown shoes. The job is unlocked when defeating CatWalker and progressing to 47.6km.

## Strategy

The Cat resembles a more well-rounded version of the Thief, specializing into SPD and LUK. Preferred weapons include the Sword, Knife, and Dice, all of which are presented with several Weapon Bonus Ups and decent base weapon bonus multipliers.

Similar to the prior job, the Cat has Critical Up several times in their ability pool, allowing for a broad appeal to all weapon playstyles. More importantly, with a greater focus on more universal stats, all classes can appreciate the Cat more than the Gentleman due to growing increased SPD and LUK.

For more information on strategy, look at Character Builds.
Gunman

The **Gunman** is the 27th job of Minute Frontier.

Element : Normal Unlock: 15.5 km

## Overview

The Gunman is a western gunslinger, wearing a brown cowboy's hat, orange shirt covered by a brown vest, a yellow belt and blue pants. Their hair is light blue. The job is unlocked by defeating Pokeking and progressing to 15.5km.

## Strategy

The Gunman, like the Swordsman before them, is a weapon specialist, focusing on improving a single weapon with numerous abilities at the exclusion of most other weapons. Instead of a Sword, the Gunman specializes in their Pistol (a Bow weapon variant). Stats-wise, the Gunman is very well-rounded, even having some minor applications for Dice players for prioritizing Power and Luck growth, as well as having a one-off Dice Bonus Up.

Similarly to the Hunter, the Gunman boasts many Bow related abilities such as Bow Aim Up, Bow Impact Up, and Bow Bonus Ups, being essential for any Bow playthough. What differentiates these two Bow-wielders, outside of Gunman having a fire element on their Pistol, is Gunman also sneaking in a new ability for the bow, deep in their progression. Stray Bullet allows Bows to deal a secondary hit to a different, random enemy on the current screen, allowing players to potentially soften up or outright remove multiple enemies in a single shot.

Abilities which attack multiple enemies at a time are grouped together as forms of Area of Effect, and are highly valuable abilities that tend to be restricted to the latter half of jobs. Since it's placed much earlier in progression, Gunman is the outlier, providing Bows with the earliest potential Area of Effect ability is a massive boon, even if it requires leveling up the Gunman significantly.

For more information on strategy, look at Character Builds.
RibonGirl

The **RibonGirl** is the 59th job of Minute Frontier.

Element : Normal Unlock: 50.6 km

Spear: FORK (Normal)

## Overview

The RibonGirl wears a white dress with a light blue patch on her chest, with dark brown boots poking out below. Their hair is a bright blond and flows down to their head. A large, red ribbon is placed on top of the RibonGirl's head, giving them their namesake. The job is unlocked when defeating Basilisk and progressing to 50.6km.

## Strategy

The RibonGirl has a wide appeal when it comes to weapon playstyles they cater to. Owning Weapon Bonus Ups for Sword (2), Hammer (4), Spear (3), Bow (1), and Dice (2), many weapon types have at least some recognition. Of particular note is the Sword, which while only having 2 Weapon Bonus Ups for itself, also gets the second highest base weapon multiplier at +20%, as well as gaining the fire element while playing as RibonGirl.

Outside of some nifty bonus ups however, RibonGirl doesn't stand out compared to other jobs with more impactful abilities. Ultimately their role as the second-to-last job in the game is to serve as a dumping ground for Weapon Bonus Ups in order to achieve +45% damage on most weapons. Nowhere is this more evident than with their Hammer, where despite getting a unique sprite and four Weapon Bonus Ups for it, the RibonGirl's base weapon multiplier isn't even full damage, but a damage penalty at 90% of normal damage.

With an average stat spread that focuses on MEN and LUK, some players could use RibonGirl to suppliment these stats. However, the Minstrel poses as some fierce competition, where they specialize into the Bow and have a slightly better stat growth by not spending into INT, the RibonGirl specializes into the Sword and Spear.

For more information on strategy, look at Character Builds.
MinuteFrontier Wikia

## Welcome to the MinuteFrontier Wikia

The wiki devoted to MinuteFrontier that anyone can edit.

*78 articles* and *118 images* has been posted since December 30, 2015.

Everything you need to know about MinuteFrontier is HERE ! :)

To download the game :

* for IOS
* for Android

## Description

*From the creator of MinuteQuest comes the hotly anticipated MinuteFrontier!*

*A 2D field where the only choice is to advance or die!*

*If you've got a bit of pesky time to kill, why not try it out?*

*Kill slime, kill time!*

## Main Pages

Frequently Asked Questions

Jobs

Abilities

Stats

Pets

Boss

Weapons

Buildings

Changelog
Idol

The **Idol** is the 13th job of Minute Frontier.

Element : Light Unlock: 1.4 km

Dice : GOLD DICE (Light)

## Overview

The Idol has two pigtails of brown hair, one on each side of the head and held by red bands. They wear a pink dress with a white neck trim and a green jewel on the upper torso. The job is unlocked after defeating Ball Cat and progressing to 1.4km.

## Strategy

The Idol is an eclectic job, boasting several important abilities between four of the seven weapon types: giving tools for players interested in the Sword, Knife, Staff, and Dice.

For the Sword and Staff, they are provided with unique weapon variants with elemental coverage, giving Swords a job-exclusive Earth element, and Staves another Light element. For users of the Knife and Dice, they are treated with respective Motion Up abilities, an important upgrade for both weapon types that the Idol provides.

Of all the weapons mentioned, the Dice is arguably the best supported by the Idol, as their great Luck stat growth directly benefits the Dice's damage output. It also ties into another important ability the Idol provides, and that's a Weapon Drop Up. Similar to the Thief, having such a high Luck stat growth and this ability helps new players level up their weapons quickly.

For more information on strategy, look at Character Builds.
Girl

The **Girl** is the 11th job of Minute Frontier.

Element : Dark Unlock: 0.0 km

## Overview

The Girl wears a black bow in her blond hair, a white shirt with black tie and a brown skirt. Their eyes are burgundy rather than black found in most other Jobs. The job is unlocked at the beginning of the game, but must be changed over to inside a Temple.

## Strategy

The Girl is a very odd Job, having very normalized stat gains, bonuses and only has a single ability unlock. As a Job to incorporate with another main character, there is virtually zero attraction since the Villager provides the same stat gain alongside Sleep Recovery.

What the Girl provides is a unique mechanic known as Autowalking. When the Girl is wielding the Sword, they automatically move on their own without needing the player to tap and hold their phone. This allows the player to let the game "play itself", allow them to resume at a previous area without doing anything themselves.

This gimmick is purely convenience, as Autowalking behaves exactly like if the player taps and holds one side of the screen. As a result, despite being unlocked at the start of the game, the Girl struggles to justify their use as a proper job outside of end-game, where the player has no use of either stats or abilities, and only wants to progress further into the current world.

Such deep progression means the Girl has very little use until that point, and even here they struggle with stiff competition. The Berserker is a similar Autowalking class for the Sword, and they provide better stat spreads for a physical archetype, as well as having a higher weapon bonus for the Sword.

For more information on strategy, look at Character Builds.
Star/nope/2/meow

## Ähnliche Spezien

Pilz
 Toad (Spezies)

## Unter-Spezien

Abwehrzell-Gumba
 Astro-Gumba
 Dunkel-Gumba
 Dunkel-Kopfnuss-Gumba
 Galumba
 Glitzer-Gumba
 Glitzer-Para-Gumba
 Glitzer-Pieks-Gumba
 Glumba
 Grumba
 Gumbachs
 Gumbalg
 Gumba R
 Gumba-Turm
 Hyper-Gumba
 Hypra-Gumba
 Hysteri-Gumba
 Katzen-Gumba
 Kegel-Gumba
 Knochen-Gumba
 Mampf-Gumba
 Mega-GumbaMikro-Gumba
 Oktumba
 Para-Galumba
 Paraglumba
 Paragumba
 Pieks-Glumba
 Pieks-Gumba
 Riesen-Galumba
 Riesen-Gumba
 Riesen-Paragumba
 Roter Para-Gumba
Sandgumba
 Schlafender Gumba
 Shroomachs
 Stachel-Gumba
 Tauch-Gumba
 Terekuribo
 Tschibibo
 Trauriger Gumba
 Wütender Paragumba
 Wütender Roter Para-Gumba
Zell-Gumba

## Charaktere dieser Spezies

Fünffach-Para-Gumba
 Glitzergigant-Gumba
 Gumba-Brüder
 Gumbario
 Gumbrina
 Gumbo
 Gumba-König
 Gumbernd
 Prof. Gumbarth
 Gumbaria
 Guma
 Gumama
 Gumpa
 Gumpapa
 Käpt'n Gumba
 Mega-Gumba
 Parkumba
 Roter und Blauer Gumba
Assassin

The **Assassin** is the 30th job of Minute Frontier.

Element : Normal Unlock: 18.5 km

## Overview

The Assassin is gender ambiguous, wearing a white cloak to cover most of its body. Its face is not shown, represented by darkness inside the hood's opening and two red 1 by 1 pixel eyes. The job is unlocked by defeating Death Claw and progressing to 18.5km.

## Strategy

The Assassin is hyperspecialized, going all out on offensive stats to hit first and hit enemies hard, having clear preference for the Knife by providing many Knife Bonus Ups and even having a Motion Up ability early on into the job's progression.

As far as stat growth is concerned, being so specialized while also providing 9 points of total growth is a powerful asset, as most other stat specialists like Kekkaishi and Gardner suffer from lower total stat growth as compensation. Packing both Power and Speed makes the Assassin a fantastic class to slot in for physical weapon players, similarly to the Ninja and later jobs such as the Cavalry.

One weakness that the Assassin is burdened with is not doing a lot for players using a Staff, as the high Power growth goes to waste when dealing damage through magic. As a result, it'd be better to stick with the aforementioned Ninja and Cavalry, for having much less focus on Power growth and more an emphasis on well rounded growth alongside high speed.

For more information on strategy, look at Character Builds.
Daniel Bryan vs Brock Lesnar - WWE Championship

## Daniel Bryan vs Brock Lesnar

Daniel Bryan vs Brock Lesnar is a rivalry on the Raw brand that is being developed between two professional wrestlers over the WWE Championship within LetsPlayFBGames's Universe Mode.

## Feuding to Extreme Rules

Both Daniel Bryan and Brock Lesnar were entered into a sixteen man WWE Championship tournament to determine who would become the first WWE Champion. Daniel Bryan was scheduled to face Roman Reigns on the first episode of Raw, defeating him in the Round of 16, and Brock Lesnar was scheduled to face The Miz on the following episode of Raw, defeating him in his respective Round of 16 match also, meaning both men advanced to the quarter-finals. On the next episode of Raw, both men were given their opponents for their quarter-final matches. Daniel Bryan faced Dean Ambrose, advancing to the semi-finals after a close match, and Brock Lesnar faced Seth Rollins, with Rollins putting up an amazing fight, but the Beast Incarnate eventually got the three count. In the semi-finals, Daniel Bryan was pitted against Rusev, and Bryan was on the verge of losing the match, when Rusev hit Bryan with a chair and the referee caught Rusev with the chair. Rusev also hit the referee with the chair out of anger, giving Bryan the win via disqualification, however, Rusev delivered a brutal attack to Bryan in the car park, leaving fans wondering what shape Bryan will be in at Extreme Rules. Brock Lesnar faced Stone Cold Steve Austin in the main event, and after a physical match, Lesnar defeated Stone Cold to advance to the finals, facing Bryan at Extreme Rules for the WWE Championship in a No Holds Barred match.
Системные требования

* ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce 9600 или выше, 1024 МБ
* 2 ГБ свободного места на жёстком диске
* Интернет соединение для многопользовательской игры
* GLSL 1.3, OpenGL 2.1.

### Windows

* Windows Vista/XP/7/8
* Intel Pentium 2,4 ГГц, AMD 3500+
* 2 ГБ RAM
* 512 МБ Nvidia GeForce 8800 / 512 МБ ATI Radeon x1900
* 2 ГБ свободного места на жёстком диске
* Интернет соединение для многопользовательской игры
* DirectX 9.0c
Devil

The **Devil** is the 46th job of Minute Frontier.

Element : Dark Unlock: 37.6 km

Staff : BLACK ROD (Dark)

## Overview

The Devil wears a purple devil costume with lavender wings, red feet and two white horns on both sides of the head. The job is unlocked by defeating Devil Jr and progressing to 37.6km.

## Strategy

The Devil is well suited for a late game job, providing some of the more intense abilities and providing decent stats that support offense physically as well as magically.

The first obvious choice of weaponry is the Spear, as the Devil has two of the six Through Spear abilities, allowing for maximum damage spread from enemy to enemy while using the Spear.

Another fitting weapon would be the Staff, gaining both a Bonus and Magic Attack Up in the later levels of the job, as well as a great INT and MEN gain per level.

For more information on strategy, look at Character Builds.
Ghost

The **Ghost** is the 19th job in Minute Frontier.

Element : Normal Unlock: 7.5km

## Overview

The **Ghost** is a specter, wearing a white dress and tiara. Her hair is dark grey and her eyes are blood red. The job is unlocked by defeating Baloon Ghost and progressing to 7.5km.

## Strategy

The Ghost, similarly to the Girl, is a Job that is focused on Autowalking, providing the Staff it's one and only dedicated character to progressing forwards without player input.

As a result, the Ghost has all the same issues as the Girl, providing virtually no abilities compared to other jobs once unlocked, having relatively poor stat growth, and having very little reason to use once unlocked, requiring end-game play where both stats and abilities are less important, and progressing automatically becomes more appealing.

However, being the only job to use the Staff and autowalk avoids the conflict of competition, where the Ghost serves as the only job with this unique gimmick.

For more information on strategy, look at Character Builds.
Robot

The **Robot** is the 31st job of Minute Frontier.

Element : Normal Unlock: 19.7 km

## Overview

The Robot is an android, with a completely grey metal body, red eyes, yellow core on its chest and dark grey segments on its head. The job is unlocked by defeating Machine B and progressing to 19.7km.

## Strategy

The Robot is a truly bizzar job type, focusing on the Hammer, Spear, and Bow, but also having one of the longest droughts of abilities of any job. Requiring 60 full levels to gain access to their first ability, the amount of abilities that the Robot has access to is otherwise totally normal. This anomaly does harm the Robot's usability somewhat, as having nothing to provide the player up until 60 is unheard of outside of gimmicky jobs with Autowalk or jobs with infinitely scaling abilities.

Once a player has gotten over the odd ability hurdle, they are rewarded with plenty of Weapon Bonus Ups for the aforementioned Hammer/Spear/Bow. Due to how much effort it takes to get to this point however, the payoff seems rather low. One would hope to have gotten an Impact Up, or an area of effect ability to make the journey worth it in the end.

As far as stats are concerned, the Robot is an even split between HP, Power, and Vitality. Compared to other jobs such as the Fighter, the Robot is less offensive and more concerned with defense. However, it must be mentioned that later into the game, certain jobs such as the Alien will outclass the Robot in terms of stat gain, providing a little extra speed on top of the 30/3/3 stat growth.

However, despite their shortcomings, the Robot has a great trick up their sleeves. Given their Bow variant, the **Laser Gun**, has such a high base weapon bonus of 1.25x, and having the Light elemental type, the Robot is one of the best jobs in the game to use when fighting against Lucifer. In tandem with Barrier abilities from the Kekkaishi and the Gardner, a player is able to time their shots and deal massive damage to Lucifer, all while being highly resistant to Lucifer's devastating attacks.

For more information on strategy, look at Character Builds.
Pirate

The **Pirate** is the 37th job of Minute Frontier.

Element : Normal Unlock: 27.5 km

## Overview

The Pirate is a sailor that wears a pirate's outfit: having a blue base coat, a white frilled opening at the neck, dull golden shoulder pads and belt. The black pirate hat covers their brown hair. The job is unlocked by defeating Battle Crab and progressing to 27.5km.

## Strategy

The Pirate is a job that suggests to play with more than one weapon when playing through the game, as the bonuses, stats and abilities are spread out between most of the weapons.

The Sword is an obvious choice for the Pirate, gaining a large damage bonus and several abilities. Secondly is the Bow, which has been altered to the Pistol variant. The Knife and Dice also gain abilities and have natural bonuses.

Seeing how the Pirate caters to four of the seven weapons of Minute Frontier, he is recommended if any of the aforementioned weapons are the main method of offense.

For more information on strategy, look at Character Builds.
Chapter 1

—Touka Scott

**Episode 1: The Sword Hero** (第1話 聖剣の勇者, Dai 1-wa Kiyoshi Ken no Yūsha) is the first chapter of the first volume of Yuusha ga Shinda!.

## Characters in Order of Appearance

* **Ethel Borgnine**
* **Touka Scott**
* **Yuna Eunice**
* **Sion Blandan**

## Summary

A group of what appears to be looters, led by an unknown woman are scouring nearby Hell's Gate for valuables. As the woman picks up a pendant, the gate suddenly opens, unleashing an army of demons into the lands.

Three months later, in the village of Cheza, Touka is seen harvesting a higher-than-usual quality radish, which he promptly names Catherine and slips a kneesock onto. Yuna witnesses Touka committing the act and calls him out, which is seen by two passing men who were secretly carrying radishes with kneesocks. Yuna complains and wishes that the hero were her childhood friend instead of Touka, much to Touka's annoyance. He states that all he needs is his home and Yuna, who he then proceeds to unconsciously dress with kneesocks. Yuna gets irritated at how lax he is when a monster could attack at any time, to which Touka shows off his anti-demon pitfall trap. Yuna mocks his trap and, as she walks away, a demon appears.

The villagers flee in panic and Yuna trips, allowing the demon to catch up to her. Touka attempts to lure the demon to his trap by baiting it with the smell of roast pork, but the demon shouts that it hates pork and returns its attention to Yuna. Touka, left with no other choice, picks up his hoe to fight the demon. In a stroke of luck, the hero, Shion, appears in time and slays the demon.

The villagers flock to the hero in joy, and Yuna thanks Shion, who also remembers her from an incident three years prior. Touka cringes at Shion's words and becomes jealous from Yuna being smitten over the hero. He attempts to butt in, though, as expected, Yuna responds coldly. Shion's stomach begins rumbling from hunger, Yuna invites him for a homemade meal. However, the hero smells Touka's roast pork and begins going towards it. Shion falls into Touka's pitfall trap and is skewered by the punjis, killing him.
Hammer

The **Hammer** is one of the seven weapons of Minute Frontier.

## Mechanics

The Hammer is a slower swinging weapon than the Sword, having the trade off of speed for power. Tapping the action button while winding up the attack will increase this power further, while slowing the wind-up rate immensely.

## Variants

Most Jobs in Minute Frontier use a HAMMER-like weapon.

Exceptions include:

 FLAIL
 HAMMER BOY
 GOLD HAMMER
 BEAR HAMMER

Strategy

For more information on strategy, look at Character Builds.
Angel

The **Angel** is the 38th job of Minute Frontier.

Element : Light Unlock: 28.9 km

## Overview

The Angel is an angel, wearing a pastel blue shirt and pastel pink pants. Two white wings sprout from the back and a yellow halo is above its head. Their hair is brown. The job is unlocked by defeating Clione and progressing to 28.9km.

## Strategy

The Angel is a very magic-based attacker, having great gains of SPD, INT and MEN with little physical defense or offense.

Oddly enough however, the Angel's main method of attack is not by Staff, but by Bow. More notably, the Cupid Bow gains the light typing, allowing the Angel to benefit from the magical play-style while boosting the Bow with numerous abilities.

For more information on strategy, look at Character Builds.
Dragoon

The **Dragoon** is the 22nd job in Minute Frontier.

Element : Fire Unlock: 10.9km

## Overview

The **Dragoon** wears a full green dragon suit with wings on the back and a face hole in place of the dragon's mouth. The stomach of the suit is dark olive. The job is unlocked by defeating Dragon and progressing to 10.9km.

## Strategy

The Dragoon is mainly a Spear-oriented class, providing numerous abilities that relate directly to the weapon, an excellent base weapon bonus, and great stat gains. Having a good spread of physical stats is perfect for the Spear, and a little bit of Intelligence allows the Heat Lance's elemental typing to be better demonstrated. Such stat growth is quite good for many weapon types, allowing the Dragoon to provide some potential utility for non-Spear players, even if the abilities provided aren't extremely helpful outside of spears.

Like the Kappa and Dwarf before them, the Dragoon completes the elemental trio by providing players with a job with a Fire element attached to it. Now, Earth enemies will deal reduced damage, and Water enemies will have a damage bonus against the player.

While having an elemental typing is very novel, especially since the Dragoon is the only job to have the fire element, there is some underlying concerns with how Minute Frontier is structured that make this quirk a liability. For the same reason the Kappa's Water element goes relatively unscathed due to the lack of a dedicated "Earth area" like the other elements of the trio have, the Dragoon cannot make as much use of its fire typing to defensively resist enemy attacks.

Tragically, for the same reason the Dwarf is able to flourish in the latter half of the game, as there are multiple dedicated areas to the water element, the Dragoon has a lot of trouble venturing deep into the world. With two dedicated water element areas, the Dragoon is likely to get battered by these late-game threats, with less damage dealt and more damage taken.

For more information on strategy, look at Character Builds.
Star

## Ähnliche Spezien

Pilz
 Toad (Spezies)

## Unter-Spezien

Abwehrzell-Gumba
 Astro-Gumba
 Dunkel-Gumba
 Dunkel-Kopfnuss-Gumba
 Galumba
 Glitzer-Gumba
 Glitzer-Para-Gumba
 Glitzer-Pieks-Gumba
 Glumba
 Grumba
 Gumbachs
 Gumbalg
 Gumba R
 Gumba-Turm
 Hyper-Gumba
 Hypra-Gumba
 Hysteri-Gumba
 Katzen-Gumba
 Kegel-Gumba
 Knochen-Gumba
 Mampf-Gumba
 Mega-GumbaMikro-Gumba
 Oktumba
 Para-Galumba
 Paraglumba
 Paragumba
 Pieks-Glumba
 Pieks-Gumba
 Riesen-Galumba
 Riesen-Gumba
 Riesen-Paragumba
 Roter Para-Gumba
Sandgumba
 Schlafender Gumba
 Shroomachs
 Stachel-Gumba
 Tauch-Gumba
 Terekuribo
 Tschibibo
 Trauriger Gumba
 Wütender Paragumba
 Wütender Roter Para-Gumba
Zell-Gumba

## Charaktere dieser Spezies

Fünffach-Para-Gumba
 Glitzergigant-Gumba
 Gumba-Brüder
 Gumbario
 Gumbrina
 Gumbo
 Gumba-König
 Gumbernd
 Prof. Gumbarth
 Gumbaria
 Guma
 Gumama
 Gumpa
 Gumpapa
 Käpt'n Gumba
 Mega-Gumba
 Parkumba
 Roter und Blauer Gumba
Brave

The **Brave** is the 2nd job of Minute Frontier.

Element : Normal Unlock: 0.0 km

## Overview

The Brave is a knight wearing a blue armor helmet and chest piece, white pants and brown shoes. They wield a yellow shield in the non dominant hand and dons three white spikes on the helmet. The job is unlocked at the beginning of the game, but must be changed over to inside a Temple.

## Strategy

The Brave is a great job archetype for being unlocked at the start of the game, providing a good assortment of abilities, weapon bonuses, and the best stat growth in the game. For newer players, these qualities make the Brave a great options to switch to off from the starting Villager, and use this job for a while in the early game.

With a specific emphasis on Physical Attack Ups and Physical Guard Ups, the Brave provides players with a near consistent stream of offensive and defensive utility, widely appreciated by many of the weapon types in the game. The only exception would be for Staff players, which the Brave doesn't fancy as much as the other weapon types. Thankfully for those other weapons, the Brave provides either neutral damage or a minor base weapon bonus, promoting experimentation for new players in determining which weapon they'll enjoy the most.

One weapon that gets a little bit more favor than the rest is the Sword. Not only does the sword gain a few Sword Bonus Ups through the Brave's ability pool, but also has one of only two Sword Motion Up abilities. With the Swordsman holding onto the other two sword-related motion ups, this makes integration of the Brave an important job for players specializing into the Sword.

To round off their niche as a physical weapons generalist, the Brave's stat growth provides solid growth across the board, being well-rounded by increasing every stat and emphasizing physical stats. In doing so however, the Brave inadvertently become a unique job type in ***MinuteFrontier***, where their growth per level uses *eleven* points. This puts the Brave as the only class that provides over ten points, making use of the Brave in late-game for great stat growth surprisingly competitive against jobs with healing abilities such as the Priest or the Monk. Since those healing jobs are often restricted by worse stat growth, the Brave slots in nicely to work in tandem with the healers, providing extra bulk for the healing abilities to work with.

For more information on strategy, look at Character Builds.
Sniper

The **Sniper** is the 41st job of Minute Frontier.

Element : Normal Unlock: 32.6 km

## Overview

The Sniper is a modern day soldier that wears a camouflage shirt, pants and helmet. His shirt partially covers his face. Its hair is covered by the helmet, peaking out and showing that it is brown. The job is unlocked by defeating Chameleon and progressing to 32.6km.

## Strategy

The Sniper is a very weapon specific class, having only a single weapon that directly benefits from his abilities, the Bow.

With the Bow, he can activate Stray Bullet, an ability that allows the Sniper to hit multiple enemy targets instead of just one.

Stats are pretty good for a bow-based offense, prioritizing POW and SPD to allow for maximum damage and minimal attack window for the monsters.

For more information on strategy, look at Character Builds.
Knife

The **Knife** is one of the seven weapons of Minute Frontier.

## Mechanics

The Knife is very similar to the Sword, being able to rapidly attack an enemy by tapping the action button multiple times. However, due to the removal of wind-up time, player can just hold the button to farm or traveling weaker zones. Despite having low overall damage, its fast animation can trigger critical hit more frequently, and could farm experience more optimally than Sword do. This is especially useful when a zone features enemies with various bulk, and Sword cannot finish some in 1 attack.

## Variants

Most Jobs in Minute Frontier use a KNIFE-like weapon.

Exceptions include:

## Strategy

For more information on strategy, look at Character Builds.
Necrmncr

The **Necrmncr** is the 24th job of Minute Frontier.

Element : Normal Unlock: 12.7 km

## Overview

The Necrmncr (also known as the Necromancer), is a magic user that wears a royal purple jester's hat with two drooping sections on each side of the head, ending in yellow bells. The body is covered by the purple suit. The job is unlocked by defeating Gargoyle and progressing to 12.7km.

## Strategy

The Necrmncr is very similar to the previous job, the Kekkaishi, as both have two main stats in magical abilities while having little in their other stats. For the Necrmncr's case, they focus in improving the player's Intelligence substantially, having 5 points of Intelligence growth every level, the highest in the game.

Players that depend on the Staff will appreciate what the Necrmncr brings to the table, as not only is the stat growth quite high, but the job also provides important abilities. Abilities such as Staff Impact and even two Staff Motion Up are massive steps forwards for the Staff as an efficient weapon, making this job a must for maxing out the potential damage for the Staff.

Outside of Staff players, the Necrmncr has very little redeeming qualities. If not due to the lack of abilities for other weapons, then the high focus on Intelligence over Power will turn away many players with their physical weapons. With only a couple Magic Attack Ups, there's no interest to be had here.

For more information on strategy, look at Character Builds.
Afro

The **Afro** is the 50th job of Minute Frontier.

Element : Normal Unlock: 41.6 km

Spear : MIKE STAND

## Overview

The Afro is a performer that wears a white jumpsuit, red shoes and large yellow goggles. His hair is black and shaped to a large afro. The job is unlocked by defeating Yeti and progressing to 41.6km.

## Strategy

The Afro provides good stat gains for physical oriented characters, neglecting both INT and MEN at the benefit of increased gains of all other stats. Most notably a 3 point gain of LUK with each LVL, making Afro a great job to use when bolstering a lack of LUK or for Dice builds.

The weapon bonuses further support physical-oriented playstyles, focusing on Sowrd, Spear and Dice with positive damage bonuses while the Bow and Staff are penalized.

Abilities help define the large weapon possibilities when playing with Afro, notably the inclusion of Through Spear, Hammer Bonuses and Dice Bonuses which benefit playing with each of the respective weapons.

For more information on strategy, look at Character Builds.
BlkKnight

The **BlkKnight** is the 47th job of Minute Frontier.

Element : Dark Unlock: 38.6 km

Dice : BLACK DICE (Dark)

## Overview

The BlkKnight (also known as the Black Knight) is fully armored with grey plating and a purple cape that is seen behind his torso and under his legs. A single red eye is placed on the center of its forehead. Since it is fully covered, they are ambiguous of gender. The job is unlocked by defeating Death Knight and progressing to 38.6km.

## Strategy

The BlkKnight provides a very powerful asset with many physical skills and stat gains to help the player continue playing the game.

The BlkKnight has several powerful abilities, such as Rage and general physical boosters that help many weapons such as the Sword or Spear.

It should be noted that the weapon bonuses all contain either neutral bonuses or positive bonuses, making the BlkKnight a great base job for general play after LVLing becomes problematic.

For more information on strategy, look at Character Builds.
Alien

The **Alien** is the 53rd job of Minute Frontier.

Element : Normal Unlock: 44.7 km

## Overview

The Alien is a slate-colored entity, with a large brown patch on the top of their head, as well as yellow 1x1 pixel eyes and open mouth. Their sprite takes a lot of visual cues from the Alien boss that guards this job, being rather abnormal compared to the chibi style of the rest of the jobs. The job is unlocked when defeating Alien (Boss) and progressing to 44.6km.

## Strategy

The Alien is a physical-oriented job similar to other earlier jobs like the Hero, Werewolf, and especially the Fighter, specializing into high HP, POW, and VIT growth at the expense of nearly all other stats. This stat growth is quite valuable, even for INT based Staff playstyles, as increasing HP for late-game progression is integral for shrugging off harder enemy attacks.

Specializing into the Spear and Bow, the Alien possesses multiple important abilities for both weapons. Having both Stray Bullet, Through Spear, Critical Up, and several Bow and Spear Bonus Ups, both weapons can thoroughly appreciate this job's ability progression.

As a job dedicated to the Bow, the Alien is a great candidate for effectively fighting Lucifer. Their high Bow damage multiplier, coupled with the light element **LASER GUN** gives a huge advantage against Lucifer. Other jobs like the Robot or Hero do present better damage potential with their own laser guns and superior damage multipliers.

For more information on strategy, look at Character Builds.
Jobs

**Jobs** are a major gameplay component within Minute Frontier.

Jobs are represented as a character that the player can move around with and use to fight enemy monsters and gain EXP. Leveling up a Job will increase Stats, as well as unlock Abilities. At the beginning of the game, 12 Jobs are unlocked and can be accessed by using a Temple, where new Jobs are unlocked after defeating bosses encountered during the quest.

## Job Stats

1. ↑ 1.0 1.1 1.2 1.3 1.4 Character walks and attack automatically without holding the screen
2. ↑ 2.0 2.1 When changing screen, move 0.2km (double) or 0.3km (triple) instead of 0.1km. Can skip TEMPLE and INNS but cannot skip BOSSES.
Werewolf

The **Werewolf** is the 44th job of Minute Frontier.

Element : Normal Unlock: 35.6 km

## Overview

The Werewolf is a gender ambiguous lycan that wears only a brown loin cloth. Its body is covered with light tan fur and large gray hair on its head and chest. The job is unlocked by defeating Werewolf and progressing to 35.6km.

## Strategy

The Werewolf is a physical powerhouse, granting two weapons 1.25 bonuses and having superb physical stats.

The abilities of the Werewolf are the highlight of the job, providing Alone, Rage and Guts alongside general physical buffs.

Alone plays a key role in the late game, as a pet's damage output and growth slows in relation to enemy monsters. Sacrificing minor pet damage for increased power can be beneficial in this case.

Rage and Guts boost damage and defense at low HP, allowing for the player to finish off tough enemies before they are killed.

For more information on strategy, look at Character Builds.
Hermit

The **Hermit** is the 54th job of Minute Frontier.

Element : Normal Unlock: 45.7 km

## Overview

The Hermit is clad in a brown cloak that goes down to their feet. Besides their light gray beard, the most notable aspect of their sprite is their elongated head and beady eyes, both of which are much less characteristic of the other jobs in the game, and more similar to fellow outlier job, the Alien. The job is unlocked when defeating Plague and progressing to 45.6km.

## Strategy

The Hermit is surprisingly straight-forwards when it comes to their role in role progression, being a specialist for the Staff. Possessing a myriad of Magic Attack Ups, Staff Bonus Ups, and even Range Magic, the Hermit is well suited for Staff players.

The stat growth is fine for the role being filled for, providing an expectedly high amount of INT and MEN growth per level. What's more interesting is the HP and VIT gains, where most other Staff-centric classes like the Wizard tending to skimp out on both of these other stats for greater INT/MEN growth, the Hermit helps supplement these stats and keep the player more well-rounded.

Outside of Staff playstyles, the Hermit doesn't provide much to work with. With a high INT stat, most other builds would prefer other jobs that avoid that stat increase in favor for more stats elsewhere. The provision of non-staff abilities is also a shame, with Magic Guard Up and Elemental Up at one a piece, most players could avoid this job without much loss.

The only notable asset for other playstyles would be the Bamboo, an Earth Element Spear that the Hermit can provide to Spear players. Without any abilities other than Elemental Up and only a decent +15% base weapon bonus, players are better off looking for better jobs.

For more information on strategy, look at Character Builds.
Hunter

The **Hunter** is the 5th job of Minute Frontier.

Element : Normal Unlock: 0.0 km

## Overview

The Hunter has grey hair, wearing a green hat with a white feather on its side, deep green shirt, brown belt and dark olive shoes. The job is unlocked at the beginning of the game, but must be changed over to inside a Temple.

## Strategy

The Hunter is very similar to the Thief concerning stats, as they both focus on speed over defense to defeat their enemies. The Hunter however is much less dedicated to the specialization of stats, being more well rounded and boosting both Power and Speed.

Many of their Abilities provide essential tools for the Bow, providing both Bow Impact Up and Bow Aim Ups to increase general damage, and increased damage to flying enemies respectively. Both of these abilities are invaluable to Bow users, making the Hunter a weapon specialist.

As a weapon specialist however, the Hunter does have a lot of issues when players are not using the Bow. With only a few Physical Attack Ups and a Critical Up later into the job's progression, the Hunter has admittedly little to offer players outside of late-game players wanting any and all general damage boosts.

Their stat growth is also not stellar, having slightly below average growth with only 9 points across all stats. Having a point spent into Intelligence, for both the Bow and all other non-elemental weapons, effectively goes to waste for many builds. Comparing the Hunter to a later job, the Sniper, reveals that other jobs provide better growth once abilities have been exhausted.

For more information on strategy, look at Character Builds.
Clown

The **Clown** is the 35th job of Minute Frontier.

Element : Normal Unlock: 24.6 km

## Overview

The Clown is a gender ambiguous performer that wears a clown's outfit and has paint all over their face. The job is unlocked by defeating Slim King and progressing to 24.6km.

## Strategy

The Clown is another job that has the ability to auto-walk and has no other outstanding qualities otherwise.

Currently it is the only job to auto-walk while the Dice is equipped, making them a viable option for play throughs that focus on the dice.

It should be noted that the Clown is the only job to have no abilities, making LVLing them up less beneficial than most other jobs.

For more information on strategy, look at Character Builds.
Kappa

The **Kappa** is the 17th job in Minute Frontier.

Element : Water Unlock: 5.5 km

Staff : AQUA ROD (Water)

## Overview

The **Kappa** is a green humanoid monster with a dark green shell on its back, yellow bill and blue scalp an top its head. The job is unlocked by defeating Kappa and progressing to 5.5km.

## Strategy

The Kappa is a very specialized Job, supporting Sword, Staff and most notably Spear play styles with a variety of abilities and bonuses. Having a Spear Impact Up is one of the best assets of this job, as well as having a plethora of Spear Bonus Ups along the way.

Their Stats are quite well-rounded, emphasizing an odd mixture of Vitality, Speed, and Intelligence. In many ways, the Kappa works in conjunction with the previous job, the Geomancer, not only providing a good growth in Intelligence to make elemental damage bonuses more pronounced, but also coming equipped with a Fish sword and Aqua Rod, both weapons with elemental types.

A truly unique asset for the Kappa as a job is it's elemental typing, being Water. Unlike many jobs which have no elemental typing, or are Light or Dark, Kappa having the Water element allows it to have natural resistance to enemies with fire-type attacks. It also means that the Kappa takes more damage from enemies with the Earth element.

What makes this so important is how Minute Frontier has organized its monsters and their respective elements. Some elements such as Fire and Water have designated areas dedicated to their type, spanning long distances where monsters generally adhere to one elemental type. One example is a fiery zone between between the unlocks of the Dwarf and the Kekkaishi, where most enemies are neutral or fire element.

For the Kappa, this is important, as after unlocking the Kappa, a couple of screens away is this fiery zone. An area filled with fire elemental monsters, which the Kappa's Water element will naturally resist, makes it a great pick for progressing through the inferno and unlocking a few more jobs. There is also a strange lack of dedicated area for Earth elemental monsters, making the Kappa's water element difficult to punish compared to other elemental types.

For more information on strategy, look at Character Builds.
Gambler

The **Gambler** is the 39th job of Minute Frontier.

Element : Normal Unlock: 30.7 km

## Overview

The Gambler is a stereotypical gambler that wears a gray shirt, gray overcoat, black pants, brown shoes and light gray hair. The job is unlocked by defeating Cerberus and progressing to 30.7km.

## Strategy

The Gambler, as the name suggest, is a very luck-driven job, gaining large amounts of LUK per LVL and focusing on the Dice over all other weapons.

When paired with the Dice, the Gambler produces a natural 135% damage bonus as well as attributing the Dice with Dark typing. This allows for very easy battles against Light enemies, as the Gambler's element is Normal and Light-based attacks deal normal damage to the player, but can still deal extra elemental damage to the enemy.

Abilities are mainly dice-centered, containing two of the three Dice Pip Ups and a Dice Motion up alongside many Dice Bonus Ups. If one is to choose a Dice-oriented build, the Gambler is a key component to maximizing damage output.

For more information on strategy, look at Character Builds.