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- Landsknecht
- A balanced set of equipment designed for a variety of situations.
- Barong Rank 2 Greatsword WP 8 Edged Sensor
- Iron Helmet Rank 2 Helmet HP 25 DEF 5 HP Up I
- Iron Armor Rank 2 Heavy Armor HP 30 DEF 7 HP Up I
- Silver Specs Relic Resist Blind 30, sight-based Notice +10
- Sprint Shoes Relic Initiative +1.
- Arcane Warrior
- A set of equipment that trades off defensive power for high offensive power.
- Claymore Rank 2 Greatsword WP 9 Edged WP Up I
- Onion Helm Rank 1 Helmet HP 10 DEF 2
- Bronze Harness Rank 2 Light Armor HP 30 EVA Up II
- Jet Boots Relic Once per battle, gain MOV +3. Can Break to refresh.
- Alexandrite Rng Relic Critical hits do +1 PA/MA damage.
- Inquisitor
- A set of equipment that trades off offensive power for defense and field control.
- Militia Blade Rank 1 Greatsword WP 7 Edged EVA Up I
- Stout Helm Tier 2 Helmet HP 15 DEF 5
- Oiled Mail Tier 2 Heavy Armor HP 20 DEF 7 EVA Up I
- Emerald Ring Relic VT +1, MA -1. Resist Wind 10.
- Tourmaline Ring Relic HP +5%.
- Sea Dog
- A set of equipment with a Water motif.
- Tide Blade Rank 2 Greatsword WP8 Edged Waterstrike
- Viking Helm Rank 2 Helmet HP 15 DEF 3 Water Spikes 5
- Imperial Vest Rank 2 Light Armor HP 30 DEF 2 DEF Up I
- Aquamarine Ring Relic Resist all Toxin-type Status 20.
- Battle Boots Relic Ignore the first square of Difficult Terrain in a movement.
- Little Dog Prince
- A set of equipment that focuses on fun baubles and Red Mage synergy.
- Red Blade Rank 2 Greatsword WP 8 Edged Critical Lore
- Circlet Rank 1 Hat HP 5 MDF 2 MP Charge II
- Underdog Mail Rank 2 Heavy Armor HP 20 DEF 7 Sandbagger
- Silver Ring Relic MND +10.
- Rose Corsage Relic Red Mage only. +2 Initiative the turn after Red Lore is dismissed.
- Sensor: Increases ACC +5 for the rest of the round after the first successful hit.
- WP Up I: Increases WP by 1.
- EVA Up I: Increases EVA by 5.
- EVA Up II: Increases EVA by 7.
- Waterstrike: Converts standard attacks to Water Physical damage.
- Critical Lore: Bestows Red Lore on a critical hit.
- Sandbagger: Near Fatal threshold increases from 25% to 40%.
- MP Charge II: Increases MP Charge % by 10.
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