Class: squire
Requirements:-- none
Weapons: Knife,sword,axe,hammer
Helmets: Hat
Armor: Clothes
Description:
The beginning class of every character. Has an even balance of various
skills, and can be very effective when on higher levels (around 7 or 8).
Class: chemist
Requirements: none
Weapons: Knife,gun
Helmet: Hat
Armor: Clothes
Description:
One of the standard classes, the chemist can use various items such as
Potion and Phoenix down.
Class: Knight
Requirements: Squire Lvl. 2
Weapons: Sword,Knight sword,shield
Helmet: Helmet
Armor: Armror,Robe
Description:
The knight is one of the game's strongest classes. It has two obvious pluses
that make this class great throughout the game: HP up and ability to equip
heavy armor, knight swords, and sheilds. But this class is purely for attack
power and not magic.
Class: Archer
Requirements: Squire Lvl. 2
Weapons: Bows,Crossbows,Shields
Helmets: Hats
Armor: Clothes
Description:
The archer is the first class that can attack from a distance.
In fact they are deadly at heights. But other wise they're
harmless on ground.
Class: Priest
Requirements: Lvl. 2 chemist
Weapons: Staff
Helmets: Hat
Armor: Clothes,Robes
Description:
This class contains a wide variety of curative and protective
spells. This class is best to have against undead enemies and
should be distant fighters in all battles.
Class: Wizard
Requirements: Lvl. 2 chemist
Weapons: Rods
Helmets: Hats
Armor: Clothes,Robes
Description:
This is the opposite class to the priest. This class should
also fight from the back of the lines only with their harmful
black magic. Their magic attack power is great therefore they go
well with draw out second ability. The down side to this class
is their hadicap in their HPs.
Class: Monk
Requirements: Lvl. 2 knight
Weapons: None
Helmets: None(Females can equip ribbons)
Armor: Clothes
Description:
This is another powerful class. Their abilities are a must have
if you have another character as another powerful class. This
class also has a boost in speed and attack power.
Class: Thief
Requirements: Lvl.2 archer
Weapons: Knives
Helmets: Hats
Armor: Clothes
Description:
This class is neccessary to obtain some of the rare items in this
game. Even though they're not that tough, they have an increase
in speed, c evade, move, and jump. The main thing about this
class is the ability secret hunt that can be learned.
Class: Oracle
Requirements: Lvl. 2 priest
Weapons: Sticks,Rods,Staffs,Dictionaries
Helmets: Hats
Armor: Clothes,Robes
Description:
This, in my opinion, is the worst of the mage classes. The only
reason to get this class is so you can get the mediator class.
But if you must have one they're better equiped with the sticks
and keep them at the back line providing support to teamates with
paralyse and possibly break.
Class: Time Mage
Requirements: Lvl. 2 wizard
Weapons: Staffs
Helmets: Hats
Armor: Clothes,Robes
Description:
This is one of the better mage classes. This class is annoying
as an enemy. But used properly as a party member, they will be
a great help.
Class: Geomancer
Requirements: Lvl. 3 monk
Weapons: Swords,Axes,Sheilds
Helmets: Hats
Armor: Clothes,Robes
Description:
This class is a great class to have if you don't like knights.
They have an increase in all their abilities. Their elemental
ability is based on the type of terrain they are on when they
cast it.
Class: Lancer
Requirements: Lvl. 2 thief
Weapons: Spears,Shields
Helmets: Helmets
Armor: Armor,Robes
Description:
If there jump ability connects they can give out a lot of damage
and at the same time stay out of danger. Their use of spears is
also useful.
Class: Mediator
Requirements: Lvl. 2 Oracle
Weapons: Knives,Guns
Helmets: Hats
Armor: Clothes,Robes
Description:
This class is most useful inviting monsters so you can breed
better monsters to poach. They are also useful inviting enemies
that have equipment you may need. Another use of the mediators
is to put your character's brave and faith up.
Class: Summoner
Requirements: Lvl. 2 time mage
Weapons: Rods,Staffs
Helmets: Hats
Armor: Clothes,Robes
Description:
This is the best mage class. It's summons can do a lot of damage
as well as heal teamates. Because of it's severe HP handicap,
he's better off in the back lines.
Class: Samuri
Requirements: Lvl. 3 knight,Lvl. 4 monk,Lvl. 2 lancer
Weapons: Katanas
Helmets: Helmets
Armor: Armor,Robes
Description:
This class is very well balanced. Great HP, AT, MA, etc. Their
Draw Out skills are especially noteworthy. The only down side
is all the money needed to stock the Katanas needed for Draw Out.
Class: Ninja
Requirements: Lvl.3 archer,Lvl. 4 thief, Lvl. 2 Geomancer
Weapons: Knife,Ninja swords,Hammers
Helmet: Hats
Armor: Clothes
Description:
If there is any one class to have, this is it. This class has
high speed, AT, and evade. If you don't want this class to attack
with it's two sword capacity, then just have them throw weapons from your stock from a safe distance.
Class: Calculator
Requirements: Lvl. 4 priest,Lvl. 3 time mage, Lvl. 4 wizard, Lvl. 3 oracle
Weapons: Dictionary,Stick
Helmet: Hats
Armor: Clothes,Robes
Description:
There is really no upside to this class. All stats are lowered.
The ability of this class is great though.
Class: Dancer
Requirements: Lvl. 4 geomancer, Lvl. 4 lancer
Weapons: Knives,Cloths
Helmet: Hats
Armor: Clothes
Description:
There is nothing really great about this class, except the increase in at and ma. The abilities attack all enemies but with dissappointing affects.
Class: Bard
Requirements: Lvl. 4 summoner, Lvl. 4 mediator
Weapons: Harps
Helmets: Hats
Armor: Clothes
Description:
The bard's abilities are the opposite of the dancer's abilities.
Instead of affecting the enemies with negative attacks, he attacks with positive effects on the party. This class also isn't that great. The only reason for this class is the movement ability move +3.
Class: Mime
Requirements: Lvl. 8 squire, Lvl.8 chemist, Lvl. 4 geomancer, Lvl. 4 lancer, Lvl. 4 mediator, Lvl. 4 summoner
Weapons: none
Helmets: none
Armor: none
Description:
After all the work you do to get you characters abilities up this isn't worth it. The only thing to this job is they mime every normal action in the direction they're facing and the range your party member used. Because of all the work done for this class, I think there must be more to it than that. They also have an increase in everything except evade and MP.