Incar Magician

The Order has pledged to uphold the way of The White Lady at any cost.

Magicians by trade, The Incar are not a race like The Bagi or The Segnale, but through meditation and diligence, they’ve learned to tap into the energies the Old Ones used before they left this world.

The Incar have used their magical might to control nearly every area of Haran that man inhabits. Fire, Ice, Lightning and vast energies are at their command and there are few who can stand against an Incar Loremaster.

The magic they use, however, can be used for good or evil. It is only the disposition of the user that determines whether the skills taught by The White Lady are used for good or ill.

Builds and Weapon Types:

Using Light, decorative Dresses, Mages, push their enemies back with magic. Their spells have enormous destructive power, but also require some time to be cast, so their style of fighting consists in keeping their distance from the enemy, while preparing to cast their most powerful spells.

Wand

Wands have a Jewell which strengthens the magic power of the user. These are one handed weapons, which grant high max. magical attack power.

(Only for Magician)

Staff

Staves have inherent power that strengthens the wielder’s magical power. These are two-handed weapons, with high min. magical attack power. Staves are also heavier than wands, requiring more strength to be wielded.

Stat Growth and Explanation:

 

HP

MP

Attack

Magic Attack

Defence

Initial Value

58

88

9~9

26~26

4~4

Increase/ lvl

+18

+8

+3,5

+2

+1,8

Increase/ 1 stat point

+1HEAL

+20

+1SP

+10

+1STR

+3

+1 SP

+3

+1HEAL

+1,5

 

 

Attack Rate

Crit. Rate

(1)

Guard Rate (2)

Block Rate

(3)

Move Speed

Rate

Efficiency

Initial Value

12

0,44%

30%+0.27%

60%

0.03%

2.5

Increase/ lvl

-

-

-

-

-

-

 

 

STR

DEX

HEAL

SP

Initial value

2

3

2

8

 

Effect of increasing 1 pt

Attack +3

Attack Rate +4

HP + 20

MP + 10

Crit Rate (1)

Crit Rate (1)

Guard Rate (2)

DEF + 1,5

Magic Attack +3

Block Rate (3)

Shield *

Crit Rate (1)

 

(1) Critical Rate

(2) Guard Rate

(3) Block Rate

Str x 0.04 + Dex x 0.036 + Sp x0.035

Dex x0.09

[Max. 60%]

Dex x 0.01

[Max. 15%]

 

 

Shield *

Initial Value

122

Increase/lvl

LVLx25+HPx1.2+DEFx7

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