Okay, so basically this is how the class leveling/upgrading for the base class of Mage is going to work. This class is for those who value magic attacks and spell casting as their main offensive technique.
1 post: Mage
100 posts: Scholar
200 posts: Monk
300 posts: Wizard
400 posts: Alchemist
500 posts: Astrologer
600 posts: Sorcerer
700 posts: Oracle
800 posts: Arch Mage
900 posts: Spellmaster
1,000 posts: Spell Lord
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Class Abilities:
Mage: Has a small increase in spell damage. (1% increase)
Class Ability: Meditate
Ability Effect: Slightly increases the damage output of your spells for one turn.
Scholar: Has a moderate increase in spell damage. (5% increase)
Class Ability: Blind
Ability Effect: Blinds the enemy for three turns, reducing their accuracy by 50%. This ability needs to recharge after use for seven turns.
Monk: Has a good increase in spell damage. (10% increase)
Class Ability: Poison Mist
Ability Effect: Deals slight damage to enemies over the course of turns. This ability can only be used once per battle.
Wizard: Has an great increase in spell damage. (15% increase)
Class Ability: Stun Strike
Ability Effect: Weapons have a 50% chance of stunning the enemy for two turns. This effect can be used once per battle and has a durability of five turns.
Alchemist: Has an great increase in spell damage. (15% increase)
Class Ability: Mana Vampire
Ability Effect: Magically sucks enemies' blood and turns into into your own mana.
Sorcerer: Has an great increase in spell damage. (15% increase)
Class Ability: Heaven's Meteor
Ability Effect: Calls a meteor to strike the eneies with light elemental damage.
Spell Singer: Has an great increase in spell damage. (15% increase)
Class Ability: Hymn to Spell Lords
Ability Effect: Calls upon the Spell Lords for small boost in magic-based damage for five posts.
Oracle: Has an great increase in spell damage. (15% increase)
Class Ability: Time Flash
Ability Effect: Recovers mana equal the damage done within the previous post.
Arch Mage: Has a excellent increase in spell damage. (20% increase)
Class Ability: Magnetic Casting
Ability Effect: Has the option to cast a spell at an opponent and "magnetize" the spell to other enemies. This ability can only be used once per battle.
Spellmaster: Has a superior increase in spell damage. (25% increase)
Class Ability: Final Rune
Ability Effect: Has the option to charge up a spell to increase the spell's damage output. Every turn the spell is charged up for increases the spell's damage by 5%. The maximum number of turns you can charge up a spell is ten turns. This ability can only be used once per battle.
Spell Lord: Has an ultimate increase in spell damage. (30% increase)
Class Ability: Overreign
Ability Effect: If half of the above abilities have been used in a single battle, sacrafice remaining MP to unleash an attack that will decrease opponent's stats to 1 for each, with the exception for MP, which goes down or stays at 30.
More class statuses are soon to be released! Remember, this is still testing, and abilities may be updated in the future.