Tales of the World: Radiant Mythology is a Tales conglomeration game that's actually been released in the US for PSP. While it's not so widely played (too bad), it DOES feature quite a few ranked duelists, so I figured anyone who has played the game might want to vote on their TotW:RM forms.
The game lets you play as one completely customizable character, who is the Descender of Terresia, who springs forth from nothingness, fully-formed and ready to save the world (awesome...). This character can choose from a number of different jobs/classes, each of which is levelled up independently. So essentially, you have 12 main characters who share the same body. I'll be listing this guy's stats from various jobs simply as reference. You can have a party of up to 4 characters, one of which will always be the main character and the other 3 will be 'guest mercenaries'. Some of these guest mercenaries are story characters visiting from other games in the Tales of series. The game's battle system is nearly identical to Tales of the Abyss but without the FOF effects or Crest/Chambers.
The guest Tales characters can join your party when you visit a city and request their services. The Tales characters keep their levels while other recruits are randomly-levelled. Also, only the main character can change his equipment, so all Tales characters are listed just as they are. All characters and classes have the ability to enter "Overlimit" when they fill up their Overlimit gauge (takes about 10-20 attacks). Overlimit mode prevents knockback, boosts skill/spell damage 20%, speeds movement and spellcasting, and allows spellcasters to chant through being hit. It also allows the use of Mystic Artes, (but it's very difficult to use these Mystic Artes that I haven't bothered to do damage-testing for them yet) though not all Tales characters have a Mystic Arte (Chester, Arche, Eugene, Senel). All physical skills are classified as "Base Artes", "Master Artes", and "Arcane Artes". Combos work by linking the physical chain into a base, then master, then arcane arte. Combos can skip the earlier portions in the chain (Physical-Base-Arcane, for example). What type each skill is will be listed as "b, m, a".
Quick Reference of available Tales characters:
Chester Barklight (ToP) - Hunter
Arche Klaine (ToP) - Mage
Raine Sage (ToS) - Priest
Kratos Aurion (ToS) - Magic Knight
Genis Sage (ToS) - Mage
Lloyd Irving (ToS) - Swordsman
Reid Herschel (ToE) - Swordsman
Stahn Aileron (ToD) - Magic Knight
Rutee Katrea (ToD) - Thief
Leon Magnus (ToD) - Magic Knight
Eugene Gallardo (ToR) - Lancer (his first appearance in America, not ranked)
Senel Coolidge (ToL) - Fighter (not ranked)
Luke fon Fabre (TotA) - Swordsman
Tear Grants (TotA) - Priest
for completion, the other cameo Tales characters are NPCs: Philia Felice (ToD), Garr Kelvin (ToD), Nanaly Fletch (ToD2), Harold Belserius (ToD2), Annie Barrs (ToR)
Descender Swordsman
Descender - One born of the World Tree to save the world
Swordsman
LV 70
HP 3878
TP 378
PAtk 500 [552]
PDef 450 [697]
MAtk 261 [315]
MDef 627 [733]
Agl 419
Equipment only alters stats, with no special features, the optimum legal equips for Swordsman-class fighters were listed.
Flamberge
Gothic Shield
Cross Helm
Samurai Armor
Bone Gauntlet
Full Plate Leggings
Accessory options:
Black Onyx +30% HP
Moon Crystal +30% TP
Warrior Symbol +10% PAtk
Blue Talisman +10% PDef
Status effect resist charms: Stun, Seal, Paralysis, Stone, Poison, Weak
Physical Chain: 340-349-343 [1032] (+3 TP)
Skills:
b Demon Fang (8 TP) : 1 Hit 359
b Sonic Thrust (8 TP) : 1 Hit 373
b Tiger Blade (11 TP) : 2 Hits 674
b Sword Rain (8 TP) : 5 Hits 370
b Tempest Strike (10 TP) : 5 Hits 941
m Double Demon Fang (13 TP) : 2 Hits 641
m Tiger Rage (14 TP) : 4 Hits 840
m Sword Rain: Alpha (16 TP) : 9 Hits 956
m Light Spear (18 TP): 4 Hits 970
m Omega Tempest (19 TP) : 9 Hits 1235
m Super Sonic Thrust (11 TP) : 1 Hit 769
a Demonic Thrust (24 TP) : 3 Hits 1675
a Tempest Thrust (26 TP) : 5 Hits 1501
a Demon Spiral Hammer (26 TP) : 9 Hits 1569
a Rising Falcon (26 TP) : 1 Hit 1695
a Victory Light Spear (18 TP) : 4 Hits 1044
a Raining Tiger Blade (29 TP) : 9 Hits 1384
a Demonic Chaos (29 TP): 5 Hits 1841
a Rending Tiger Blade (51 TP): 8 Hits 2367
a Sword Rain: Demon (10 TP): 8 Hits 488
a Sword Rain: Tempest (30 TP): 8 Hits 1892
Physical Chain - Tiger Blade - Omega Tempest - Rending Tiger Blade [5308] (-81 +3 TP)
Physical Chain - Tiger Blade - Omega Tempest - Sword Rain: Tempest [4833] (-60 +3 TP)
The Swordsman is the standard melee class, you could easily complete the game with just this class plus any random party group. Good combos, cost efficient, balanced stats, crazy MDef for some reason. This guy seems to be the norm against which all others could be compared.
Descender Warrior
Descender
Warrior
LV 70
HP 3878
TP 346
PATK 528 [575]
PDEF 487 [580]
MATK 200 [220]
MDEF 596 [596]
AGL 368
Crescent Axe
Bone Shield
Armet
Iron Mail
Leather Arm Guard
Iron Leggings
Physical Chain: 3 Hits [1168] (+3 TP)
Skills:
b Fang Blade (11 TP) : 3 Hits [716] melee damage
b Demon Fist (6 TP) : 1 Hit [276] melee damage
b Havoc Strike (8 TP) : 2 Hits[379] melee damage
b Crescent Strike (8 TP) : 1 Hit [422] melee damage
b Raging Blast (8 TP) : 2 Hits [419] melee damage
b Tempest Strike (10 TP) : 5 Hits [1029] melee damage
b Punishing Blast (16 TP) : 1 Hit [1078] melee damage
b Rending Thrust (13 TP) : 4 Hits [902] melee damage
m Dual Crescent Stike (11 TP) : 2 Hits [613] melee damage
m Beast (19 TP) : 2 Hits [1600] melee damage
m Havoc Devastation (13 TP) : 2 Hits [757] melee damage
m Rending Punishment (21 TP) : 3 Hits [1335] melee damage
a Fang Blade Rage (18 TP) : 6 Hits [1577] melee damage
a Raging Havoc (18 TP) : 3 Hits [1190] melee damage
a Fang Blade Havoc (19 TP) : 4 Hits [1220] melee damage
a Rending Fang Blade (16 TP) : 7 Hits [1412] melee damage
a Rending Havoc (18 TP) : 5 Hits [1236] melee damage
a Tempest Beast (29 TP) : 6 Hits [2291] melee damage
a Rending Blast (19 TP) : 6 Hits [1069] melee damage
a Punishing Beast (11 TP) : 2 Hits [734] melee damage
Physical Chain - Punishing Blast - Rending Punishment - Tempest Beast [5872] (-66 +3TP)
The initial basic melee class, harder to use in-game, but looks fairly good in the DL.
Chester Barklight
Hunter
Hunter
LV70
HP 3550
TP 351
PATK 621
PDEF 560
MATK 267
MDEF 607
AGL 493
Physical Chain: 4 Hits [1482] ranged damage (+4 TP)
Skills:
b Hell Pyre (8 TP) : 1 Hit [541] ranged Fire damage
b Ice Fang (9 TP) : 1 Hit [719] ranged Water damage
b Thunder Blitz (11 TP) : 4 Hits [785] ranged Wind damage
b Eagle Shot (14 TP) : 3 Hits [1312] ranged Earth damage
b Wild Rain (19 TP) : 5 Hits [1791] ranged damage
b Sonic Bash (16 TP) : 4 Hits [1828] ranged Wind damage
b Gale Shot (16 TP) : 5 Hits [980] ranged damage
m Giga Fang (26 TP) : 1 Hit [2429] ranged damage, knocks enemy back
a Dragon Slayer (58 TP) : 8 Hits [3636] homing ranged damage
Physical chain - Giga Fang [3911] ranged damage (-26 TP) (+4 TP)
Chester's another nerfed DL archer. To make any of his attacks chain, Chester has to be the proper distance away from the enemy that his arrows from the physical chain connect just as his skills execute. The charge time on Dragon Slayer (his best move) is just too long to chain with any of his skills. But Giga Fang is speedy enough to connect if Chester starts from a full screen away. His element game is too weak to be useful, unless he's fighting someone severely weak against wind and he uses Sonic Bash in place of Giga Fang. At least he has decent speed. He probably never wants this form.
Arche Klaine
Half Elf - "The competition's getting tough, I need more people in the Arche fan club... you'll do."
Mage
LV 70
HP 3254
TP 383
PAtk 492
PDef 420
MAtk 768
MDef 770
Agl 378
Physical Chain: 3 Hits [1114] (+3 TP)
Skills:
Fire Ball (10 TP) : 3 Hits [1302] Fire magic damage
Stone Blast (10 TP) : 3 Hits [1088] Earth magic
Ice Needles (16 TP) : 3 Hits [1614] Water magic
Lightning (10 TP) : 1 Hit [779] Wind magic
Storm (16 TP) : 5 Hits [1496] Wind magic
Grave (30 TP): 5 Hits [2089] Earth magic
Ice Tornado (31 TP) : 5 Hits [2340] Water magic
Eruption (31 TP): 2 Hits [2279] Fire magic
Tractor Beam (30 TP) : 1 Hit [2460] non-elemental magic
Thunder Blade (32 TP) : 3 Hits [2319] Wind magic
Ray (42 TP): 8 Hits x 720 [5760] (Usually 5 Hits [3600]) Light magic
Fire Storm (28 TP) : 3 Hits [2362] Fire magic
Rock Mountain (20 TP) : 6 Hits [1942] Earth magic
Tempest (40 TP): 4 Hits [3249] Wind magic
Maelstrom (32 TP) : 7 Hits [2508] Water magic
Earthquake (42 TP) : 5 Hits [3220] Earth magic
Cyclone (50 TP) : 11 Hits [3716] Wind magic
God's Breath (88 TP) : 1 Hit [5743] Wind magic
Explode (39 TP) : 1 Hit [3678] Fire magic
Indignation (66 TP) : 1 Hit [4083] Wind magic
Tidal Wave (60 TP) : 13 Hits [3961] Water magic
Black Hole (66 TP) : 4 Hits [4102] Dark magic
Meteor Storm (90 TP) : 12 Hits x 2200 [26400] (Usually 4 Hits [8800]) non-elemental magic damage
Big Bang (98 TP) : 1 Hit [6245] Light magic damage
Arche is a bit unique in Radiant Mythology. Instead of being a tiny sprite who avoided most attacks by floating slightly above everyone else, she's now full-sized. To compensate for this size difference, the designers gave her (and only her) the ability to press Up on the control pad and fly to the top of the screen out of reach of all non-flying physical attackers. Only spells and ranged attacks can hit her while she's in this position, and she is able to rain spells down upon her foes without fear of attack. The only drawback is that she can't physically attack (or she'll come down out of the air) and if she's hit with a spell or ranged attack, she'll get knocked out of the sky. Since it's a unique ability, and it takes about the equivalent of a turn to perform it, I felt it should be mentioned.
Additionally, Arche is one of the only characters without an Overlimit attack.
Arche's Meteor Storm can potentially hit 12 times (especially agaisnt multiple large enemies), but it usually only hits about 4 times. People's interps may vary. Also, if she spams this, she's going to run out of gas pretty quickly, and while her physical IS better than some of her low-level spells (how'd that happen?), it's nothing to write home about.
Stahn Aileron
Aspiring Hero
Magic Knight
LV70
HP 4142
TP 334
PATK 662
PDEF 622
MATK 650
MDEF 643
AGL 443
Physical Chain: 4 Hits [1213] (+3TP)
Skills:
b Demon Fang (8 TP) : 1 Hit [470] Ranged melee damage
b Azure Edge (8 TP) : 2 Hits [1009] Ranged melee damage
b Tiger Blade (11 TP) : 2 Hits [857] melee damage
b Tempest Strike (13 TP) : 3 Hits [1043] melee damage
b Hell Sword (10 TP) : 3 Hits [995] Fire melee damage
b Swallow Dance (14 TP) : 4 Hits [1044] melee damage
m Beast (19 TP) : 1 Hit [1111] melee damage, causes knockdown
m Severing Wind (13 TP) : 3 Hits [906] Wind melee damage, hits enemy up
m Dragon Slayer (24 TP) : 3 Hits [1838] Fire melee damage
m Dragon Toss (32 TP) : 6 Hits [2556] Fire melee damage
m Light Spear (18 TP) : 5 Hits [1500] melee damage, hits enemy up
m Omega Tempest 19 TP) : 4 Hits [1599] melee damage
a Light Spear Blast (21 TP) : 5 Hits [1380] Light melee damage, hits enemy up
a Dragon Swarm (14 TP) : 4 Hits [1218] melee damage
a Demonic Tiger Blade (22 TP) : 4 Hits [1801] melee damage
a Searing Gale (38 TP) : 7 Hits [2573] Fire melee damage
a Hell Pyre (13 TP) : 3 Hits [824] Fire melee damage
a Rising Phoenix (24 TP) : 2 Hits [1346] Fire melee damage
a Thunder Beast (34 TP): 7 Hits [2778] Fire melee damage (Yes, this really IS Fire)
a Final Fury (72 TP) : 17 Hits [3759] Fire melee damage
a Phoenix Blast (42 TP) : 4 Hits [2332] Fire melee damage
Fire Ball (10 TP) : 3 Hits [650] Fire magic
Fire Wall (30 TP) : 1 Hit [551] Fire magic (no cast time)
Fire Storm (28 TP) : 5 Hits [1858] Fire magic
Fearful Flare (40 TP) : 10 Hits [3456] Fire magic
Eruption (31 TP) : 3 Hits [1649] Fire magic
Flare Tornado (50 TP) : 6 Hits [3052] Fire magic
Explode (39 TP) : 1 Hit [2124] Fire magic
Physical Chain - Swallow Dance - Omega Tempest - Demonic Tiger Blade [5657] (-55 +3 TP)
Physical Chain - Swallow Dance - Dragon Toss - Final Fury [8572] (-118 +3TP)
Physical Chain - Swallow Dance - Dragon Toss - Thunder Beast [7591] (-80 +3TP)
Stahn is a pretty powerful character in this game, but I'm not sure he translates well into the DL in this form. He's very reliant on Fire-elemental attacks, so he's easily nulled, but he has a decent non-elemental combo to fall back on. He even has a decent Magic Attack stat to power his spells in case he comes across a physical-immune foe. His Fire Wall spell has no cast time and executes like a melee skill, for those that tend to interpret Tales spelltimes are extraordinarily long. His fuel, damage output, and defenses are solid. No real drawbacks, but nothing really stands out apart from his apallingly powerful Final Fury attack.
Rutee Katrea
Lens Hunter
Thief
LV 70
HP 3254
TP 351
PAtk 537
PDef 560
MAtk 578
MDef 629
Agl 493
Physical Chain: 3 Hits [1340] (+3 TP)
Skills:
b Search Gald (2 TP) : Search for Money, 66% success rate, amount varies
b Snipe Air (13 TP) : 2 Hits [986] melee damage
b Thievery (9 TP ) : 1 Hit [157] - Steals an item, base success rate 33%
b Air Escape (6 TP): Rutee teleports into the air, escaping from a quick attack, interp how you will...
m Slash Rain (22 TP) : 4 Hits [1578] melee damage, Water
a Snipe Roar (16 TP) : 2 Hits [1284] melee damage
a Bloody Rose (72 TP) : 9 Hits [2635] melee damage, and very pretty
First Aid (8 TP) : Heals 20% MaxHP
Deep Mist (7 TP) : Decrease all enemies' accuracy 50%
Barrier (12 TP) : Raise PDef/MDef 33%
Recover (11 TP) : Restore Physical Status Ailments
Acid Rain (10 TP) : Decrease all enemies' PDef 50%
Silence (13 TP) : Seals enemy spells and skills, 100% success rate, eventually wears off (10 seconds in a Tales battle is about 5 turns?)
Dispel (16 TP) : Restore Magical Status Ailments
Resurrection (44 TP) : Revive with 25% MaxHP
Heal (14 TP) : Heals 50% MaxHP to one
Sharpness (12 TP) : Raise PAtk/MAtk 33%
Nurse (35 TP) : Heals 50% MaxHP to all
Cure (43 TP) : Heals 90% MaxHP
Revitalize ( 88 TP): Heals 90% MaxHP to group
Ice Needles (16 TP) : 3 Hits [1095] Water
Icicle (10 TP) : 2 Hits [507] Water
Ice Wall (30 TP) : 3 Hits [864] Water (elemental melee attack)
Ice Tornado (31 TP) : 5 Hits [1571] Water
Blizzard (52 TP) : 4 Hits [2276] Water
Maelstrom (32 TP) : 8 Hits [2093] Water
Tidal Wave (60 TP) : 9 Hits [2447] Water
Physical Chain - Thievery - Slash Rain - Bloody Rose [5710] (-103+3 TP)
Physical Chain - Thievery - Slash Rain - Snipe Roar [4359] (-47+3 TP) low TP cost alternate
Rutee is the only Tales character in Radiant Mythology of the Thief class. And she only gets a few of this class's abilities, plus a ton of Ice and Healing magic. Her buffing and stat-decreasing spells do not seem to stack. Also, she has a perfect accuracy Silence spell. I wish I had known that when I was playing the game, I didn't find out until testing. Rutee's combos are hard to pull off, but with good timing, they can be done. Snipe Air does not combo for me, so I used Thievery.
Leon Magnus
Sword Prodigy - "whine, whine, moan, emo"
Magic Knight
LV 70
HP 4142
TP 334
PATK 621
PDEF 560
MATK 634
MDEF 629
Physical Chain: 3 Hits [1302] (+3TP)
Skills:
b Demon Fang (8 TP) : 1 Hit [522] Ranged melee damage
b Fang Blade (11 TP) : 3 Hits [696] melee damage, hits enemy up
b Tiger Blade (11 TP) : 2 Hits [755] melee damage
b Pow Hammer (8 TP) : 1 Hit [107] melee damage, 90% chance of Stun
b Moon Glare (13 TP) : 4 Hits [743] Dark melee damage
b Swallow Talon (18 TP) : 6 Hits [1602] melee damage
b Glimmer Dragon (16 TP) : 2 Hits [1352] melee damage
b Phantom Edge (8 TP) : 1 Hit [444] melee damage
b Pow Pow Hammer (32 TP) : 3 Hits [804] melee damage, 90% chance of Stun
m Moon Fall (26 TP) : 9 Hits [1870] Dark melee damage
m Flying Dragon (14 TP) : 2 Hits [1077] melee damage
a Dragon Swarm (14 TP) : 4 Hits [1215] melee damage
a Shining Dragon (24 TP): 5 Hits [1933] melee damage
a Dragon Glare (34 TP) : 6 Hits [2324] melee damage
a Demon Attack (56 TP) : 6 Hits [3028] Dark melee damage
Stone Blast (10 TP) : 3 Hits [707] Earth magic
Grave (30 TP) : 5 Hits [1993] Earth magic
Stone Wall (30 TP) : 4 Hits [611] Earth magic (no cast time)
Demon's Lance (90 TP) : 6 Hits [4616] Dark magic
Air Pressure (24 TP) : 6 Hits [1907] Earth magic
Black Hole (66 TP) : 8 Hits [3307] Dark magic
Ground Dasher (44 TP) : 10 Hits [2803] Earth magic
Physical Chain - Swallow Talon - Moon Fall - Demon Attack [7802] (-100 +3 TP)
Physical Chain - Swallow Talon - Flying Dragon - Dragon Glare [6305] (-66 +3TP)
Leon's an interesting combination of tactics and pretty unique in-game. He's the only character with strong Dark-elemental attacks, and his best damage is, unfortunately for him, Dark-aligned. He has decent melee and magical damage, in non-elemental, Earth, and Dark varieties. His best addition is, interestingly, Pow Hammer, which will cause Stun on an enemy 90% of the time and has no cast time. Stun will keep an opponent dizzy for a good 5 seconds (2-3 turns) or until hit, allowing Leon to cast any of his spells, even under the most stringent of interpretations. Not the best character, but he has some options.
Reid Herschel
Hunter - "I've got an idea, how about an eating contest?"
Swordsman
LV70
HP 4142
TP 334
PATK 670
PDEF 630
MATK 259
MDEF 614
AGL 393
Physical Chain: 3 Hits [1391] (+3TP)
Skills:
b Demon Fang (8 TP) : 1 Hit [503] ranged melee damage
b Sword Rain (8 TP) : 5 Hits [590] melee damage
b Tiger Blade (11 TP) : 2 Hits [778] melee damage
b Tempest Strike (10 TP) : 4 Hits [1186] melee damage
m Lightning Blade (11 TP) : 2 Hits [820] melee damage, Wind
m Double Demon Fang (13 TP) : 2 Hits [1060] ranged melee damage
m Sword Rain: Alpha (16 TP) : 8 Hits [1203] melee damage
m Tiger Rage (14 TP) : 3 Hits [985] melee damage
m Light Spear (18 TP) : 4 Hits [1387] melee damage, hits enemy up
m Omega Tempest (19 TP) : 9 Hits [1861] melee damage
m Cyclone Seal (32 TP) : 4 Hits [2756] melee damage, Wind
a Thunder Tiger Blade (13 TP) : 4 Hits [1210] melee damage, Wind
a Super Lightning Blade (18 TP) : 2 Hits [1554] melee damage, Wind
a Demonic Sword Rain (22 TP) : 11 Hits [2094] melee damage
a Demonic Chaos (29 TP) : 5 Hits [2505] ranged melee damage
a Mega Sonic Thrust (19 TP) : 2 Hits [1671] melee damage, Wind
a Soaring Light Spear (18 TP) : 4 Hits [1538] melee damage
a Demon Spiral Hammer (26 TP) : 6 Hits [2031] melee damage
a Tempest Rain: Alpha (30 TP) : 10 Hits [1733] melee damage
a Rising Phoenix (24 TP) : 3 Hits [2096] melee damage, Fire
a Rending Tiger Blade (51 TP) : 8 Hits [3654] melee damage
Combo:
Physical Chain - Tiger Blade - Cyclone Seal - Rending Tiger Blade [8579] (-94 +3TP)
Physical Chain - Tiger Blade - Omega Tempest - Rending Tiger Blade [7684] (-81 +3TP)
Physical Chain - Tiger Blade - Cyclone Seal - Demonic Chaos [7019] (-72 +3TP)
Reid has some very solid stats. He's better than the Descender Swordsman in pretty much all ways. His Cyclone Seal is a ridiculously over-powered Master-level attack, bringing his damage totals up pretty high. Its downpoint is that it's Wind-elemental, a commonly-resisted element. He can opt for Omega Tempest for a hit to his damage. Also, his big finishing Arcane-level attack, Rending Tiger Blade, is pretty expensive and Reid can run out of fuel pretty quickly. He has Fire and Wind-elemental attacks to hit some weaknesses, also. Overall, it's not a bad alternative to his ToE form, though nowhere near his TotA cameo boss form.
Raine Sage
Professor - "It is simply a crime that you've been out there travelling around without investigating a single set of ruins!"
Priest
LV70
HP 3254
TP 383
PATK 492
PDEF 489
MATK 594
MDEF 692
AGL 344
Physical Chain: 4 Hits [1482] melee damage (+4 TP)
Skills:
First Aid (8 TP) : Heals 20% MaxHP
Resurrection (44 TP) : Revive with 25% MaxHP
Nurse (35 TP) : Heals 50% MaxHP to all
Healing Circle (44 TP) : Heals group 66% MaxHP
Revitalize ( 88 TP): Heals 90% MaxHP to group
Charge (22 TP) : Give ally 15 TP, if used on self, she has a net gain of negative 7 HP!
Barrier (12 TP) : Raise PDef/MDef 33%
Field Barrier (48 TP) : Raise PDef/MDef 33% to All
Recover (11 TP) : Restore Physical Status Ailments
Dispel (16 TP) : Restore Magical Status Ailments
Purify (17 TP) : Restore Physical Status Ailments to group
Nullify (28 TP) : Restore Magical Status Ailments to all
Photon (12 TP) : 2 Hits [871] Light magic damage
Ray (42 TP): 8 Hits x 650 [5200] (Usually 4 Hits [2600]) Light magic damage
Mystic Arte: Sacred Shine (Overlimit + 1 TP) : 7440 Light magic damage
Raine has healing and lots of it. She also has some useful defensive buffs. However, her damage is laughable, but over time she'll either whittle her opponent down or build up to an Overlimit (takes about 10 attacks) and hope to finish off the battle with Sacred Shine. She also has the epic Charge skill if she feels like wasting a turn! Raine needs to have enough TP left to cast one of her attack spells to activate her Mystic Arte, even though it only costs 1 TP.
Kratos Aurion
Mercenary - "It seems you haven't the Strength to defeat me."
Magic Knight
LV 70
HP 4142
TP 334
PAtk 670
PDef 630
MAtk 650
MDef 628
Agl 393
Physical Chain: 6 hits(!) 512-548-480-430-522-398 [2890] (+6 TP)
Skills:
b Demon Fang (8 TP) : 1 Hit [682] long range melee damage
b Sonic Thrust (8 TP) : 1 Hit [601] melee damage, pushes enemy back
m Fierce Demon Fang (13 TP) : 4 hits [1235] long range melee damage, pushes enemy back
m Light Spear (18 TP) : 4 Hits [1712] melee damage, hits enemy up
m Super Sonic Thrust (11 TP) : 1 Hit [880] melee damage, pushes enemy back
m Lightning Blade (11 TP) : 2 Hits [1120] melee damage, Wind
a Guardian Field (22 TP) : 3 Hits [1574] radial area range melee damage, interrupts attacks
a Hell Pyre (13 TP) : 2 Hits [927] melee damage, Fire
a Light Spear Cannon ( 21 TP) : 6 Hits [2120] melee damage
a Demon Spear (22 TP) : 5 Hits [2039] melee damage
a Super Lightning Blade (18 TP) : 2 Hits [1664] melee damage, Wind
First Aid (8 TP) : Heals 20% MaxHP
Healing Wind (35 TP) : Heals 20% to group
Healing Stream (45 TP): Heals 50% to group
Fire Ball (10 TP) : 3 Hits [1097] Fire
Wind Blade (10 TP) : 3 Hits [774] Wind
Stone Blast (10 TP): 3 Hits [550] Earth
Lightning (10 TP) : 1 Hit [706] Wind
Air Thrust (23 TP) : 7 Hits [2045] Wind
Thunder Blade (32 TP) : 4 Hits [2424] Wind
Eruption (31 TP) : 3 Hits [3013] Fire
Grave (30 TP) : 5 Hits [2609] Earth
Judgment (40 TP) : 14 Hits x 650 [9100] (Usually 7 Hits: 4550) Light
Physical Chain - Demon Fang - Fierce Demon Fang - Light Spear Cannon [6927] (-42+6 TP)
Kratos's physical chain is disgustingly long, making him one of the best characters in the game. Additionally, your mileage may vary on Judgment. Like in ToS, the beams of light never always hit one enemy. Potentially though, it could hit 14 times. Also, due to Guardian Field's spamability, it's possible to do an near-infinite combo loop with Demon Fang-Guardian Field, dependant only upon Kratos's TP reserves. I didn't feel this was the intent of the game, so I left it out, but some people might want to hype this cheapness. Kratos's TP allows him to do this 11 times, along with his initial physical for [27706] damage, and then he's out of fuel. Not that this hurts him THAT much considering his amazing physical chain. Kratos is one of only two Tales characters who get Guardian Field, thankfully.
Genis Sage
Genius - "I'm gifted for my age, so don't treat me like I'm just some kid."
Mage
LV 70
HP 3254
TP 383
PATK 492
PDEF 420
MATK 768
MDEF 770
AGL 378
Physical Chain: 1 Hit [324] melee damage (+1TP)
Skills:
Fireball (10 TP): 3 Hits [723] Fire magic damage
Stone Blast (10 TP): 3 Hits [750] Earth magic
Wind Blade (10 TP): 3 Hits [832] Wind magic
Aqua Edge (10 TP): 3 Hits [703] Water magic
Lightning (10 TP): 1 Hit [647] Wind magic
Icicle (10 TP): 2 Hits [872] Water magic
Stalagmite (17 TP): 5 Hits [1536] Earth magic
Spread (24 TP): 4 Hits [2019] Water magic
Air Thrust (23 TP): 7 Hits [2130] Wind magic
Eruption (31 TP): 3 Hits [2342] Fire magic
Thunder Blade (32 TP): 4 Hits [2725] Wind magic
Ice Tornado (31 TP): 6 Hits [2416] Water magic
Dreaded Wave (34 TP): 8 Hits [2825] Earth magic
Raging Mist (38 TP): 5 Hits [2825] Fire magic
Tidal Wave (60 TP): 12 Hits [3759] Water magic
Gravity Well (38 TP): 8 Hits [2919] Non-elemental magic
Ground Dasher (44 TP): 10 Hits [3217] Earth magic
Cyclone (50 TP): 12 Hits [5605] Wind magic
Explode (39 TP): 1 Hit [2803] Fire magic
Indignation (66 TP): 1 Hit [3784] Wind magic damage
Meteor Storm (90 TP): 12 Hits x 1400 [16800] (Usually 4 Hits [5600]) Non-elemental magic damage
Genis wins the award for worst physical in the game - it only hits once, making him completely screwed if he needs non-magical damage. He plays the element game well, but his speed and durability are horrible. He probably only wants this form for people who allow full accuracy of Meteor Storm, which nets him a OHKO if he can execute it off his horrible speed.
Lloyd Irving
Apprentice Swordsman
Swordsman
LV70
HP 4142
TP 334
PATK 662
PDEF 662
MATK 246
MDEF 629
AGL 443
Physical Chain: 3 Hits [1377] (+3 TP)
Skills:
b Demon Fang (8 TP) : 1 Hit [584] ranged damage
b Sonic Thrust (8 TP) : 1 Hit [559] damage, pushes enemy back
b Sword Rain (8 TP) : 5 Hits [498] melee damage
b Tiger Blade (11 TP) : 2 Hits [737] melee damage
b Tempest Strike (10 TP) : 5 Hits [1210] melee damage
m Beast (19 TP) : 2 Hits [1306] damage, knocks enemy down
m Double Demon Fang (13 TP) : 2 Hits [1133] ranged damage
m Sword Rain: Alpha (16 TP) : 9 Hits [1354] melee damage
m Omega Tempest (19 TP) : 9 Hits [1901] melee damage
m Tiger Rage (14 TP) : 5 Hits [1324] melee damage
a Raging Beast (21 TP) : 3 Hits [2276] melee damage, knocks enemy down
a Demonic Thrust (24 TP) : 3 Hits [2378] melee damage, knocks enemy back
a Demonic Tiger Blade (22 TP) : 4 Hits [2032] melee damage
a Tempest Thrust (26 TP) : 5 Hits [2260] melee damage, knocks enemy back
a Rising Falcon (26 TP) : 1 Hit [2203] melee damage
a Tempest Beast (29 TP) : 5 Hits [2229] melee damage, knocks enemy down
a Raining Tiger Blade (29 TP) : 9 Hits [1996] melee damage
a Beast Sword Rain (34 TP) : 9 Hits [3326] melee damage, knocks enemy down
a Demonic Chaos (29 TP) : 5 Hits [2325] ranged melee damage
a Sword Rain: Tempest (30 TP) : 7 Hits [2109] melee damage
a Sword Rain: Beta (30 TP) : 11 Hits [2593] melee damage
Physical chain - Tempest Strike - Omega Tempest - Beast Sword Rain [7814] (-63 +3TP)
Lloyd is a solid character, with no real weaknesses, but also with nothing in his skillset which stands out. No status, no elements, just pure melee damage. His speed is pretty good, and he combos easily enough. He runs out of gas pretty easily and doesn't have the benefit of an extra hit in his physical chain or an attack buffer like Luke and Senel.
Eugene Gallardo
Former Captain
Lancer (Only Lancer in the whole game)
LV70
HP 3846
TP 367
PATK 621
PDEF 630
MATK 267
MDEF 629
AGL 443
Physical Chain: 3 Hits [1127] (+3 TP)
Skills:
b Storm Thrust (8 TP) : 1 Hit [578] Wind melee damage
b Impale (10 TP) : 2 Hits [689] melee damage
b Roaring Spear (11 TP) : 2 Hits [790] Earth melee damage
b Sonic Spear (13 TP) : 3 Hits [816] melee damage
b Falling Lance (16 TP) : 3 Hits [1857] melee damage
b Iron Stance (27 TP) : Prevents Stagger, cannot be stunned/paralyzed/blocked
b Mirror Stance (38 TP) : While Guarding, causes Stun to any attacker using melee skills
a Cyclone Surge (21 TP) : 4 Hits [1675] Wind melee damage
a Roaring Storm (22 TP) : 3 Hits [2046] melee damage
a Roaring Surge (34 TP) : 3 Hits [2514] melee damage
a Cyclone Gale (34 TP) : 5 Hits [2298] Wind melee damage
a Fatal Surge (26 TP) : 4 Hits [1936] melee damage
a Cyclone Thunder (29 TP) : 4 Hits [2778] Wind melee damage
a Goring Thunder (29 TP) : 6 Hits [2225] Wind melee damage
a Fatal Roar (29 TP) : 6 Hits [2257] Earth melee damage
a Goring Descent (32 TP) : 5 Hits [3172] melee damage
a Falling Storm (26 TP) : 7 Hits [2224] Wind melee damage
a Thunder Roar (32 TP) : 10 Hits [3530] Wind melee damage
a Roaring Descent (34 TP) : 4 Hits [2623] Earth melee damage
a Thunder Descent (45 TP) : 7 Hits [3059] Wind melee damage
a Thunder Gale (32 TP) : 7 Hits [2440] Light melee damage
a Fatal Descent (34 TP) : 3 Hits [2445] Earth melee damage
Physical Chain - Falling Lance - Thunder Roar [6514]
Physical Chain - Falling Lance - Goaring Descent [6156]
Physical Chain - Falling Lance - Roaring Descent [5607]
Physical Chain - Falling Lance - Thunder Gale [5424]
Eugene is unique in Radiant Mythology for being the only character of the "Lancer" class (and also the only character making his first US appearance). He's also the only character who hasn't been adapted to the three-skill combo system, and has to link his Base skills directly into his Arcane artes. Most of his Base artes are trash and he never wants them. But with his Arcane skills, he can hit Wind, Earth, and Light weakness. His best damage is Wind/Thunder, but he has good non-elemental damage as back-up. He also has two "Stances" which he can activate for special stagger-related effects that last throughout the battle. Mirror Stance only activates while he's Guarding however. Guarding can be done almost instantaneously in-game, but interpretations on how this can be used in a duel is iffy. Only one Stance can be used at a time, if Eugene uses a different one while one is already activated, the newly-cast Stance overrides the previous one. The effect of Stun lasts about 5 seconds (2-3 turns).
Senel Coolidge
Alliance Marine - "I'm looking for my sister... I'm ALWAYS looking for my sister."
Fighter
LV70
HP 3846
TP 334
PATK 621
PDEF 700
MATK 267
MDEF 623
AGL 443
Physical Chain: 4 Hits [1690] {2028}(+4 TP)
Skills: {w/ Coil}
b Demon Fist (6 TP) : 1 Hit [291] {349} Ranged melee damage
b Shadow Rush (8 TP) : 1 Hit [454] {545} melee damage
b Impact (8 TP) : 2 Hits [602] {722} melee damage, causes knockdown
b Dragon Blast (8 TP) : 2 Hits [411] {493} melee damage, hits enemy up
b Talon Strike (10 TP) : 4 Hits [801] {970} melee damage
b Coil (14 TP) : Increases PATK 20%, does not stack
b Talon Storm (11 TP) : 6 Hits [837] {1004} melee damage
b Swallow Dance (14 TP) : 4 Hits [1013] {1216} melee damage, hits enemy up
b Whirlwind Dash (11 TP) : 2 Hits [826] {991} melee damage
b Dragon Crush (16 TP) : 1 Hit [1339] {1607} melee damage
m Ground Slam (8 TP) : 1 Hit [901] {1081} melee damage, Throw used while enemy is downed, weight limit is less than human-sized opponent
m Demon Blast (8 TP) : 2 Hits [445] {534}melee damage, causes knockdown
m Double Demon Fist (13 TP) : 2 Hits [1050] {1260} Ranged melee damage
m Beast (19 TP) : 2 Hits [1227] {1680} melee damage, causes knockdown
m Divine Dragon (9 TP) : 2 Hits [517] {620} melee damage, hits enemy up
m Land Slide (11 TP) : 1 Hit [1333] {1599} melee damage, Throw used while enemy is downed, weight limit is around human-sized opponent
m Avalanche Drop (14 TP) : 1 Hit [1662] {1994}melee damage, Throw used while enemy is downed, weight is not limited
m Wyrm Rush (18 TP) : 6 Hits [1237] {1484} melee damage
a Demon Shadow (10 TP) : 2 Hits [684] {821} melee damage
a Beast Impact (23 TP) : 3 Hits [1761] {2113} melee damage, causes knockdown
a Swallow Storm (50 TP) : 11 Hits [2387] {2864} melee damage, hits enemy up
a Phantom Dragon Dance (14 TP) : 5 Hits [1049] {1259} melee damage
a Rising Phoenix (24 TP) : 2 Hits [1204] {1445} Fire melee damage
a Whirlwind Blast (16 TP) : 5 Hits [1683] {2020} melee damage, causes knockdown
a Talon Blast (22 TP) : 12 Hits [1623] {1948} melee damage, causes knockdown
a Wyrm Crush (22 TP) : 7 Hits [1618] {1942} melee damage, hits enemy up
a Demon Strike (18 TP) : 3 Hits [1540] {1848} melee damage
a Whirlwind Talon Blast (27 TP) : 13 Hits [1873] {2248} melee damage, causes knockdown
a Dragon Strike (32 TP) : 4 Hits [2361] {2833} Fire melee damage
Physical Chain - Dragon Crush - Wyrm Rush - Swallow Storm [6653] {7984}(-84 +4TP)
Physical Chain - Dragon Crush - Wyrm Rush - Dragon Strike [6627] {7952} (-66 +4TP)
Physical Chain - Dragon Crush - Wyrm Rush - Whirlwind Talon Blast - Avalanche Drop [7801] {9361} (-75 +4TP)
Senel's most interesting trick is his throwing ability. He has 3 throws which he can person after any of his knockdown-causing skills. If he uses a throw after a knockdown on the final hit in his chain, he effectively gains one more attack on his opponent. This will tack on an extra thousand or so of damage to his totals. In game, the throw is still counted as part of the combo count, so I've included it as such. However, due to the significant pause between combo and throw, some may not allow it, so I've included alternate combo options for Senel. Additionally, Senel can boost his attack power with Coil. This is a fast and cheap way of increasing his damage output and Senel may want to opt for it in several situations. He can also hit Fire weakness if neccessary.
Luke Fon Fabre
Duke's Son
Swordsman
LV70
HP 4142
TP 334
PATK 670
PDEF 630
MATK 259
MDEF 614
AGL 393
Physical Chain: 4 Hits [1761] {2113}(+3 TP)
Skills: {w/ Coil}
b Demon Fist (6 TP) : 1 Hit [355] {370} melee damage
b Havoc Strike (8 TP) : 1 Hit [336] {352} melee damage
b Fang Blade (11 TP) : 3 Hits [827] {992} melee damage
b Raging Blast (8 TP) : 2 Hits [663] {796} melee damage
b Coil (14 TP) : Increases PATK 20%, does not stack
b Rending Thrust (13 TP) : 5 Hits [1076] {1291} melee damage
m Lightning Tiger Blade (30 TP) : 6 Hits [2074] {2489}Wind melee damage
m Burning Havoc (24 TP) : 5 Hits [1887] {2264} Fire melee damage
m Lightning Blade (11 TP) : 2 Hits [969] {1163} Wind melee damage
m Rending Quake (29 TP) : 8 Hits [2477] {2972} Earth melee damage
a Fang Blade Rage (18 TP) : 5 Hits [1872] {2246} melee damage
a Slag Assault (26 TP) : 6 Hits [2418] {2902} Earth melee damage
a Raging Havoc (18 TP) : 3 Hits [1782] {2138} melee damage
a Sonic Blast (18 TP) : 4 Hits [1668] {2002} Wind melee damage
a Fang Blade Havoc (19 TP) : 4 Hits [1683] {2019} melee damage
a Rending Fang Blade (16 TP) : 7 Hits [1757] {2108} melee damage
a Guardian Field (22 TP) : 4 Hits [1999] {2399} Light melee damage
a Rending Havoc (18 TP) : 5 Hits [1757] {2108} melee damage
a Rending Blast (19 TP) : 5 Hits [1521] {1825} melee damage
a Light Spear Cannon (21 TP) : 7 Hits [1832] {2198} melee damage
a Devil's Inferno (14 TP) : 5 Hits [2019] {2423} Fire melee damage
Physical Chain - Rending Thrust - Rending Quake - Slag Assault [7732] {9278}(-68 +3TP)
Physical Chain - Rending Thrust - Burning Havoc - Devil's Inferno [6743] {8092}(-51 +3TP)
Physical Chain - Rending Thrust - Lightning Tiger Blade - Guardian Field [6710] {8052}(-46 +3TP)
Luke has a nice variety in his skill set. His physical chain has an extra hit using his low attack chain. All of his middle skills have an element attached to them, so he may have some trouble against elemental immunes, especially since his best damage is Earth. He has the ability to boost his attack using Coil, which could be a quick way to increase his damage output against healers. Coil doesn't have a charge time like a spell, so it may be considered to only take a portion of a turn. Additionally, Luke has the infamous Guardian Field skill, which can be used to set off the infinite combo for a whopping [29436] {35323 w/ Coil} damage before his TP runs out.
Tear Grants
Mysterious Intruder
Priest
LV70
HP 3254
TP 383
PAtk 492
PDef 489
MAtk 594
MDef 692
Agl 344
Physical Chain : 3 Hits [784] (+3 TP)
Skills:
b Pow Hammer (6 TP) : 1 Hit [88] melee damage, 90% chance of Stun
m Nocturnal Light (8 TP) : 1 Hit [276] melee damage
m Severed Fate (11 TP) : 4 Hits [341] melee damage
m Banishing Sorrow (14 TP) : 1 Hit [667] Light melee damage
First Aid (8 TP) : Heals 20% MaxHP
Charge (22 TP) : Give ally 15 TP, useless in a duel, but may be useful in Nyarlie's dungeon or RPGmon?
Meditation (20 TP) : Restore Physical Ailments and 33% MaxHP
Resurrection (44 TP) : Revive ally with 25% MaxHP
Enhance Cast (18 TP) : Reduce casting time for one ally
Healing Circle (44 TP) : Heals group 66% MaxHP
Holy Song (42 TP) : Increase INT 15%, heals all allies 25%MaxHP
Revitalize ( 88 TP): Heals 90% MaxHP to group
Nightmare (8 TP) : 3 Hits [337] {388 w/ Holy Song} Dark magical damage, 70% chance of Stun (Enemy is immobile for a total of 5 seconds. Most battles last about 15 seconds. This is long enough for Tear to cast any of her spells and physical chain/melee skill. In a turn-based system, this would last about 2-3 turns.)
Eclair de Larmes (20 TP) : 6 Hits [1244] {1430 w/ Holy Song} Light magic damage
Holy Lance (40 TP) : 6 Hits [2949] {3394 w/ Holy Song} Light magic damage
Judgment (40 TP) : 14 Hits x 500 [7000] (Usually 7 Hits: 3500) Light magic damage
Grand Cross (48 TP) : 2 Hits [2675] {3071 w/ Holy Song} Light magic damage
Mystic Arte: Innocent Shine (Overlimit +1 TP): 25 Hits [5475] {6297 w/ Holy Song} Non-elemental magic damage
Physical chain - Severed Fate [1125] (-11 +3TP)
Physical chain - Nocturnal Light [1060] (-8 +3TP)
Tear has a surprisingly good moveset. She has 90% accurate status with Pow Hammer, which lets her set up her buffs (Enhance Cast and Holy Song) and cast her big spells without any interference. The Stun effect even lasts long enough that she might be able to cast one or two of her big spells (or melee combo) and then re-Stun her foe. The Stun status makes the enemy immobile for a total of 5 seconds. Most battles last about 15 seconds. This is long enough for Tear to cast any of her spells and physical chain/melee skills. In a turn-based system, this would last about 2-3 turns. She also has standard healer strategies to fall back on and impressive M.Def. Tear doesn't have many options in terms of melee skills and can only combo two of them from her physical chain (Pow Hammer and Severed Fate will not combo). Then there's always the epic Charge, which will drain 7 MP with every use, what better skill could you ask for?
Because Tear is a healer, she might actually fill up an Overlimit bar in a Light duel, and her resulting Mystic Arte could mean the extra damage neccessary to win a match. It takes Tear about 10 damage-dealing turns to build up her Overlimit bar, and she has to have enough TP to cast one of her damage spells to activate the Mystic Arte, even though it only cost one TP to actually cast it.