The High Cavalier is one of final four general classes available to the player after completing Act 3-7. This class is typically what you would call the "time mage" of Wild Arms XF since it uses support spells that manipulate the RFX of both him/herself or the targeted unit. Statistically, this class is well-rounded in both attack and magic offense and defense at the cost of a small drop in RFX. Like a mage class, the vitality points are marginally low and its base equipment like a melee class - a sword that uses the MAG stat to calculate damage and armor that boosts HP recovery effects, both weighing heavily on the unit. Aside from the two turn-maneuvering Originals, "Quicken" and "Intrude," the High Cavalier also has access to a self re-raise supportive Original and an attack that deals
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| - The High Cavalier is one of final four general classes available to the player after completing Act 3-7. This class is typically what you would call the "time mage" of Wild Arms XF since it uses support spells that manipulate the RFX of both him/herself or the targeted unit. Statistically, this class is well-rounded in both attack and magic offense and defense at the cost of a small drop in RFX. Like a mage class, the vitality points are marginally low and its base equipment like a melee class - a sword that uses the MAG stat to calculate damage and armor that boosts HP recovery effects, both weighing heavily on the unit. Aside from the two turn-maneuvering Originals, "Quicken" and "Intrude," the High Cavalier also has access to a self re-raise supportive Original and an attack that deals
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| - The High Cavalier is one of final four general classes available to the player after completing Act 3-7. This class is typically what you would call the "time mage" of Wild Arms XF since it uses support spells that manipulate the RFX of both him/herself or the targeted unit. Statistically, this class is well-rounded in both attack and magic offense and defense at the cost of a small drop in RFX. Like a mage class, the vitality points are marginally low and its base equipment like a melee class - a sword that uses the MAG stat to calculate damage and armor that boosts HP recovery effects, both weighing heavily on the unit. Aside from the two turn-maneuvering Originals, "Quicken" and "Intrude," the High Cavalier also has access to a self re-raise supportive Original and an attack that deals damage corresponding to the amount of status ailments the unit has incurred (as well as inflicting these status ailments onto its target). Along with its Originals, skills like "Defeat & RFX Up" and "Distribute" truly beckon the staying power of this class in battle.
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