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The Tier 2 classes

It's been a bit, so let's talk about the next tier of classes.

False Skies operates under rules vaguely similar to that of D&D when it comes to its class changes - that is, you keep all the skills and stats you've gained beforehand, but things like equipment proficiency get changed up instead.

Higher-tier classes generally have better statistical growth than lower-tier ones, but sometimes there's skills you want to learn through a lower-tier class that are worth sticking around for. You get an item to check various things about the classes you can potentially change into, so use that well!

But enough dithering: here's the classes.

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gifs have been edited for clarity

Pugilist
Special: Doubles the user's ATK until next turn.

Of the three physical-oriented tier 2 classes, pugilists are the more technically-oriented of the three. Many of their skills have extra effects or quirks to them; Rising Hit raises the user's ATK if they don't have any ATK buffs, Airpunch pierces through the defenses of particularly low HP enemies, and Upper has the chance to stun an enemy for a bit.
Their other quirk is that they get an ATK boost based on their level if they're unarmed. It's not relevant if you prefer to use normal attacks, but if you're willing to spend the SP...



Light Infantry
Special: A slash that gets attack priority.

Light Infantry are the high-risk, high-reward one of the lot, capable of dealing tremendous amounts of damage but with many of their skills dealing recoil damage. Twin Edge takes off a percentage of the user's max HP after its use, while Lash has both an upfront HP cost and recoil damage after the fact. To take advantage of this inherent HP loss, they also get Revenge, an attack that deals damage based on the amount of HP lost.



Dancer
Special: A chance to stun one enemy.

Do you like skills that randomly target? How about skills that hit multiple times? If so, a Dancer's for you. They get two flavors of randomly-targeting skills; Random Dagger hits a random enemy for a hefty amount of damage, while their Step skills attack random foes 2 to 5 times, usually with elemental damage attached. Keep at it beyond where you need to, though, and eventually they'll learn Roulette, an attack that will target either friend or foe and reduce their HP to critical levels!



Evoker
Special: Lowers a target's SDF, or deals a bit of ether damage to them if it's already lowered.

Operating slightly differently from your usual flavor of summoner, Evokers have to equip a Pact to access specific summons - if they don't, they get a relatively weak nonelemental spirit to bring out instead. Summons also go by FF3 Evoker rules, not-quite-arbitrarily choosing a supportive or offensive skill to use. Their other, more reliable, skills are also changed alongside this change of Pact, though - and unlike almost every other skill in the game, they can be used even when the user is fogged up!



Hexer
Special: Poisons an enemy, doing a bit of damage beforehand as well.

The dedicated debuffer of the tier 2 classes, Hexers are all about making sure your foes can neither dish out nor take damage. In addition, Nulmirror makes very short work of any buffs an enemy's applied to themselves, and they also get an elemental spell with a debuffing side-effect to deal damage with. Stick long enough with the class, and eventually their single-target debuffs will change into multi-target ones!



Infiltrator
Special: A dark-element attack that mostly avoids defenses.

Evasion buffs of any sort are kinda hard to come by, and that's because this guy's hoarding all of them. They gain 1% evasion a class level , and can further boost it with Hide. Shadefang largely ignores enemy defenses, Heavy Survey deals damage while also attempting to 'survey' an item, and Shank, when used against an enemy unfortunate enough to have no evasion whatsoever, may strike with one of the biggest ATK multipliers in the game!



Librarian
Special: Tells you an enemy's weakness, as well as nullifies their evasion.

Librarians take advantage of the various types enemies have, with most of their skills being nonelemental ether attacks that deal double damage against specific enemy types. The upgraded versions of these attacks go a step further - they're twice as powerful, but completely whiff when used against enemies they're not effective against. Read up on your enemies beforehand!



Medic
Special: Restores 30 HP to all allies, or 10% of their max HP if that's over 200.

Medics are more-or-less a straight upgrade to their lower-tier counterpart, unless you're really in need of autotargeting healing. They're not completely white-bread, though - they're also capable of bonking an enemy on the head with Caduceus in an attempt to stun them.