National Second-Tiers

National classes are restricted to a particular nation; only characters serving in that nation are allowed to use them. If you want to use a National Class for a mercenary character, you must get permission from the leader of the nation.

White Knight
White knights are Altea's elite soldiers. They are all-round fighters in blessed armors who can fight with a choice of melee weapon imbued with holy water. They can also use light magic to attack their foes from a distance. While they have a high resistance to magic, templars are still weak against armorslayer weapons.
 * Upgrade from: Light Mage, Cavalier
 * Weapon: Light, Sword, Lance
 * Skill: Monsterslayer
 * Weakness: Vulnerable to Armorslayer

Aegis Knight
The perfect defender/bodyguard, they are named after a legendary shield. They are knights who sacrifice their attack ability for pure defense. While they keep their original weapon type, they get a special armor which provides a great defense against magic as well as armorslayer weapons. They still lack in speed and movement.
 * Upgrade from: Armour Knight
 * Weapons: Swords/Lances/Axes (Keep the previous one)
 * Skill: Bastion, Guardian

Sacred Knight
Instead of getting light magic as their secondary weapon, these brave troubadours choose melee weapons to fight at close range. Although these mounted units tend to work as war medics in the front line, their staves prove more use in real battles.
 * Upgrade from: Troubadour, Curate, Cavalier
 * Weapon: Staff, Sword, Lance
 * Weakness: Vulnerable to Horseslayer

Honour Guard
These men of Archanea are trained to serve the Emperor and his officers. Due to their training and the special plate armour they wear, they are not weak to armourslayer, and can move swiftly. They can wield a variety of melee weapons, and they carry a shield, making them much like armoured heroes. Their Guardian skills allows them to take blows for other units in combat (or out of) with less damage to themselves.
 * Upgrades from: Armour Knight
 * Weapons: Lances, Swords, and Axes
 * Skill: Guardian
 * Weakness: Vulnerable to Armourslayer

Legionary
The most recogniseable class in the modern Archanean Empire, the Legions are a part of the military established by Arne himself. They are masters of formation, working as one under the command of the Centurions. Armed with sword, lance, and a very heavy shield, they are balanced in strength, speed, and stamina.
 * Weapons: Swords, Lances
 * Upgrades from: Lancer, Swordsman
 * Skills: Formation (Legionaries are trained to fight as one. In battle, they take defensive or offensive positions together, gaining a boost to the ability in question).

Phantom
Phantoms represent Archanea's near-unrivaled military intelligence capabilities, and have been the bane of foreign counter-espionage efforts. Efficient in their knifework, they are accomplished covert killers, but are much more effective in slipping behind enemy lines undetected even in broad daylight to gather information. They are masters at impersonation, effectively disguising themselves amongst the enemy, making them ideal for undercover work, and for sowing confusion and distrust amongst the enemy.
 * Upgrades from: Thief, Archer
 * Weapons: Swords, Bows
 * Skills: Chameleon (Phantoms use illusion magics to hide themselves within plain sight. Taking actions such as attacking will draw attention to them, however, no matter how well hidden).

Hussar
Hussars are Aurelis's special breed of cavalry. They are light cavalry with little armor. They are fast riders, able to run circles around their enemies. They are especially useful for scouting and guerrilla warfare.
 * Upgrades from: Cavalier, Archer
 * Weapons: Swords, Lances, Bows
 * Skill: Guardian

Cataphract
Cataphracts are another breed of Aurelian special cavalry. They are heavily armored cavalry that are slow but can smash enemy lines apart due to their strong defense and offense.
 * Upgrades from: Cavalier
 * Weapons: Swords, Lances, Axes
 * Skill: Guardian

Charger
Chargers live up to their name as their purpose is to charge the enemy lines. They are trained to take out bowmen and other such ranged attackers so they don't pose a problem for the main body of the army (the cavalry). They are traditionally equipped with long spears designed to combat cavalry as a means to fight enemy cavalry.
 * Upgrades from: Soldier
 * Weapons: Lances, Bows

Artillery
Gra has mastered the combination of heavy armor and long-range weaponry. Through rigorous training, archers and crossbowman learn to move about in heavy suits of armor. Knights become trained in the art of marksmanship. Together, these two groups have been classified under one name: artillery. An armored man behind a ballista is something to fear. However, they have the normal curses of the armored classes, being slow and susceptible to magic.
 * Upgrades From: Archer, Crossbowman, Knight
 * Weapons: Bows, Crossbows, and one choice from Lances/Axes/Swords. (Knights will keep their first-tier choice)
 * Skills: Bastion
 * Weakness: Armorslayer

Dusk Magus
Sacrificing power or speed for variety, these magic users have bypassed the typical social barriers and combined the teachings of the Light and Dark arts. This combination of the long separated magic types has caused their spells to become slightly erratic, sometimes causing spikes in power that can severely injure an opponent, no matter their ability to resist it. Due to their disregard to social norms, they are often outcast by both sects, forming a small collective of their own in society.
 * Upgrades From: Dark Mage, Light Mage
 * Weapons: Light Magic, Dark Magic
 * Skill: Pierce

Sentinel
The elite guard of Khadein, these sword users or mages have taken up the art of both blade and magic in order to better protect their nation’s sovereignty. They use a unique fighting style of combining sword and spell passed down through only their order to magically enhance their ability to strike swifter and harder than most others. Those who exit the order, or fail to fulfill their duties, are banished from Khadein on pain of death, so recruits anticipate lifelong commitment.
 * Upgrades From: Mage, Mercenary, Myrmidon
 * Weapons: Anima Magic, Swords
 * Skill: Courage

Whitewing
The result of a joint partnership of the Royal Pegasus Knights, and their division of archers. These knights have the use of lances and bows; this allows them to be very versatile in battle. Whitewings are trained to combat enemy pegasus and wyvern riders, using their weapons to take them down quickly.
 * Upgrades from: Pegasus, Archer, and Hunter
 * Weapons: Lance and Bow

Dragoon
These elite wyverns are the pride of the air forces of Macedonia, the best soldiers the Macedonian Army has to offer. These men have specialised training with all three melee weapons, making them extremely versatile. They are the strongest and hardiest of the air-mounted classes.
 * Upgrades from: Wyvern Rider
 * Weapons: Axe, Lance, Sword

Drake Rider
These riders may not be the strongest of Macedonian riders, but they do have something to set them apart from the rest. Focusing only on one weapon, the axe, has given them mastery over this powerful weapon, and not only that, but due to their dedication, they have forged a bond unparalleled with their wyvern mount. They have become so close they can instinctively tell what the other is going to do. This connection between rider and wyvern has made them a force to be reckoned with, having almost as much speed as a pegasus with all the defense of a wyvern.
 * Upgrades from: Wyvern Rider
 * Weapon: Axe
 * Skills: Mastery, Partnership

Mystic Knight
A class unique to those of Talys, Mystic Knights are very similar to Mage Knights except that they take to the wings of a pegasus instead of the hooves of a horse. Using a combination of physical weaponry and a variety of magical arsenal, Mystic Knights are capable of sniping their foes from afar or engaging their foes at close range. Weapons: Lances + Anima/Light/Staves (Pick One) Weakness: Vulnerable to Bows

Infiltrator
A class unique to those of Talys, Infiltrators are the commandos of the nation, capable of getting in and out of enemy strongholds quickly and surely. They are very adept at sneaking around and sabotauging enemy equipment and/or assassinating figures. Their ability to get on and off enemy ships quickly makes then invaluable to Talys. Unlike Rogues and Assassins, Infiltrators are very skilled at combat, allowing them to act as front-liners if the need arises.
 * Weapons: Swords + Axes
 * Skills: Master Thief

Iron Mage
An innovation of Talys, the Iron Mage, is a fusion of the traditional Armored Knight with the arcane arts of Anima. The common drawback of the armored classes, low speed, plagues the Iron Mage; however, Talys has overcome this obstacle by teaching its Iron Mages to cast their spells and project their magical manipulations across great distances, making them living ballisteas. They are usually kept off-shore upon armadas in order to rain destruction upon their enemies. If, by some chance, an opponent does cross the seas and board the ships to attack the Iron Mage directly, they will have a hard time breaking through their thick armor.
 * Upgrades From: Mage
 * Weapons: Anima Magic
 * Skills: Mastery