MagicGunner Magic Gunner

Type Promoted Class
Weapons Gun
Move 5

Str STR --
Wil WIL +2
Cel CEL +2
Ski SKI +3
Def DEF --
Res RES --
Vit VIT --
Luc LUC +1
Fai FAI --
Guil GUI --
Sanctity Symbol SAN --
Apt APT --

The development of a 'magic shell' is something Karaten often tries to hide. It's a questionable idea, even in the mage city, to give the average person the power of a magician. And although the project resulted in a working prototype, it was eventually ended due to safety concerns, and the products were stored in Karaten's Mage Vaults.

However, a recent situation in the city has resulted in several things going missing; magic shell prototypes included. Flown away on the steel wings...


  • Has a variety of shells with different useful effects and debuffs.
  • They benefit from both Scaled WIL and Scaled SKI.
  • They can ignore some hit debuffs with Recklessness.
  • Bullets completely ignore armor, and they can use many different elements that ignore reductions.
  • Extremely high single target damage potential. Or even multiple targets at once, depending on the gun type used.
  • Wide variety of firearms that can be used, between Handguns, Shotguns, Rifles and Launchers.
  • It's high noon!


  • This class is fully dependent on landing basic hits.
  • Being able to land multiple attacks is necessary due to the nature of some guns.
  • Possesses a huge amount of skills and passives, so they have to be chosen wisely.
  • Hit debuffs may ruin a not-prepared gunner's day, such as Blind, Hesitation or Fear.
  • Bullets can be deflected away, or back at them if the enemy is a Kensei..
  • Actually it's Midnight.


Requires level 20+ Archer Class and level 10+ Mage Class.

  • Win a fight with a Gun equipped in your main hand. (Does not work with mutated weapons).
Archer Archer
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