Dancer Class¶
The Dancer class is kind of a subpar class, due to its abilities not really doing a whole lot. None of its abilities really stand out as doing anything substantial, especially when you have other basic vocations (like Sailor) with stronger skills. The one nice thing about the Dancer is that it has a passive that grants them better evasion against enemy attacks. One of its most useful abilities in the original, Sword Dance, was allocated to a different vocation, so there’s no need to stay in this one once you master it.
- HP -30%
- MP -20%
- Strength -30%
- Agility +30%
- Resilience -40%
- Wisdom 0%
- Style +10%
Rank/Title | Spell/Ability | Battles (Total) |
---|---|---|
(1) Aspiring Talent | Sultry Dance | 0 (0) |
(2) Understudy | -- | 5 (5) |
(3) Opening Act | Weird Dance | 5 (10) |
(4) Back-Up Dancer | Dodgy Dance | 8 (18) |
(5) Rising Star | Ban Dance | 8 (26) |
(6) Crowd Pleaser | Fuddle Dance | 10 (36) |
(7) Prime Performer | Muscle Dance | 12 (48) |
(8) Divine Dancer | Death Dance | 23 (71) |
Jester Class¶
The Jester is not a standout class, as its skills leave something to be desired, with quite a few of them possibly having the enemy skip their turn. Not only are their skills kind of underwhelming, but the negative stat bonuses are a huge hindrance as well. The Jester class is needed to unlock the Luminary class.
- HP -30%
- MP -40%
- Strength -30%
- Agility -30%
- Resilience -40%
- Wisdom -20%
- Style +5%
Rank/Title | Spell/Ability | Battles (Total) |
---|---|---|
(1) Open Mic-er | Pratfall | 0 (0) |
(2) Clown | Sobering Slap | 5 (5) |
(3) Fall Guy | Weird Leer, Puff-Puff | 5 (10) |
(4) Gag Merchant | One-Liner | 7 (17) |
(5) Jobbing Comedian | Tongue Lashing | 8 (25) |
(6) Bill-Topper | Underpants Dance, Tongue Bashing | 10 (35) |
(7) Household Name | Rib-Tickler | 12 (47) |
(8) Comic Genius | Weird Whacker | 25 (72) |
Mage Class¶
The Mage class is one you probably want to quickly go through to master it as soon as possible, especially when you look at the stat drops (HP and RES make this a very squishy class). While the spells they learn might be useful at the beginning, they aren’t too good in the long term. The biggest draw of mastering this class is that you can gain access to both Sage and Armamentalist, which learn much better spells.
- HP -40%
- MP +10%
- Strength -40%
- Agility -5%
- Resilience -40%
- Wisdom +20%
- Style +10%
Rank/Title | Spell/Ability | Battles (Total) |
---|---|---|
(1) Hobbyist | Sizz | 0 (0) |
(2) Apprentice | Snooze | 5 (5) |
(3) Magician | Absorb Magic, Zoom | 5 (10) |
(4) Enchanter | Sap, Evac | 8 (18) |
(5) Conjurer | Frizzle | 10 (28) |
(6) Sorcerer | Boom, Dazzle | 12 (40) |
(7) Wizard | Sizzle | 15 (55) |
(8) Archmage | Crackle | 25 (80) |
Martial Artist Class¶
The Martial Artist, as a standalone class, is not too good, despite its passive of scoring more critical hits being a nice thing. If you don’t equip them with claws, then their attack power decreases significantly, meaning they are limited in terms of weapons. Roundhouse Kick is nice for groups of enemies, working similarly to a whip, but there are better attacks out there. Knuckle Sandwich is a great attack for 2 MP, especially once you gain access to attack-increasing buff and is extremely useful against bosses, provided they don’t have resistance against it. If an enemy isn’t resistant to Whoosh-based damage, Wind Sickles is a great single-target attack, as it scales with level (up to level 57). The biggest draw about the Martial Artist is that it’s one of the classes needed to gain access to both Gladiator and Paladin, which in turn can unlock the Champion class.
- HP 0%
- MP -50%
- Strength 0%
- Agility +15%
- Resilience -10%
- Wisdom -20%
- Style 0%
Rank/Title | Spell/Ability | Battles (Total) |
---|---|---|
(1) White Belt | -- | 0 (0) |
(2) Yellow Belt | Leg Sweep | 8 (8) |
(3) Green Belt | Flying Knee | 8 (16) |
(4) Brown Belt | Roundhouse Kick | 9 (25) |
(5) Black Belt | Heave-Ho | 10 (35) |
(6) Instructor | Pressure Pointer | 10 (45) |
(7) Dojo Master | Knuckle Sandwich | 12 (57) |
(8) Fist of Fate | Wind Sickles | 25 (82) |
Priest Class¶
The Priest class should be one all characters go through, simply because they will then have access to heals and you never know when you might need extra healing. Also, Buff is a great utility spell for increasing defenses and while the option to resurrect characters is great, Zing doesn’t work 100% of the time. Of all of the basic classes, Priest takes the longest to master, requiring a total of 97 battles.
- HP - 20%
- MP 0%
- Strength -20%
- Agility -10%
- Resilience -30%
- Wisdom +10%
- Style 0%
Rank/Title | Spell/Ability | Battles (Total) |
---|---|---|
(1) Neophyte | Poof, Heal | 0 (0) |
(2) Pilgrim | Woosh | 5 (5) |
(3) Cleric | Buff | 7 (12) |
(4) Monk | Fizzle | 10 (22) |
(5) Pastor | Midheal | 15 (37) |
(6) Bishop | Swoosh | 15 (52) |
(7) Archbishop | Fullheal | 15 (67) |
(8) Pontiff | Zing | 30 (97) |
Sailor Class¶
The Sailor can be a good class to take characters through, as the lowered stats aren’t too bad, and they gain access to a few nice skills. They take less damage from Woosh/Water-based attacks, so they are good if you run into enemies that use those. Tingle is always a nice spell to have, in case a character gets a status ailment and Stone’s Throw, while nice damage with a 0 MP cost, is easily outclassed whenever you master the class. Lightning, the highlight of the class, as it can deal an average of 40 damage to all enemies for 0 MP.
- HP +15%
- MP -20%
- Strength 0%
- Agility +5%
- Resilience +10%
- Wisdom -10%
- Style 0%
Rank/Title | Spell/Ability | Battles (Total) |
---|---|---|
(1) Swabbie | Net Loss | 0 (0) |
(2) Cabin Boy | Body Slam | 5 (5) |
(3) Rigger | Tingle, Hornpipe | 7 (12) |
(4) Mate | Mean Sweep | 9 (21) |
(5) Bosun | Zzz Shanty | 10 (31) |
(6) First Mate | Stone’s Throw | 10 (41) |
(7) Ship’s Captain | Swoosh | 12 (53) |
(8) Commodore | Lightning | 30 (83) |
Shepherd Class¶
While they don’t gain anything positive stat-wise, the Shepherd does have some nice skills as you level it up. Counting Sheep can put all enemies to sleep at the cost of 0 MP and Whistle allows you to get into a fight without having to hunt down a monster on the field. If facing an enemy that uses ice-based skills, Woolly Blanket will be invaluable. The last skill the Shepherd gains is Lambpede, an attack that hits all enemies for the cost of just 2 MP.
- HP -20%
- MP -30%
- Strength -15%
- Agility 0%
- Resilience -20%
- Wisdom 0%
- Style 0%
Rank/Title | Spell/Ability | Battles (Total) |
---|---|---|
(1) Lambateur | Slumber Rumbaa | 0 (0) |
(2) Tepid Shepherd | Squelch | 5 (5) |
(3) Sheep Keeper | Heal | 6 (11) |
(4) Wool Packer | -- | 8 (19) |
(5) Handy Herder | Counting Sheep, Whistle | 8 (27) |
(6) Field Leader | Ram Raid | 9 (36) |
(7) Mutton Master | Woolly Blanket | 10 (46) |
(8) Shear Genius | Lambpede | 35 (81) |
Thief Class¶
The Thief’s highlight is the fact that whenever you defeat all of the enemies in a fight, you have a chance to steal an item from the last enemy you defeat. Their final skill, Klepto Clobber, is similar to Mug from Final Fantasy, as you will damage the enemy and attempt to steal an item. Nose for Treasure is another great skill, as it tells you how many nearby treasures there are. Safe Passage, while limited, also helps when traversing dungeons with a hazard in it.
- HP -10%
- MP -40%
- Strength -10%
- Agility +20%
- Resilience -30%
- Wisdom -10%
- Style -20%
Rank/Title | Spell/Ability | Battles (Total) |
---|---|---|
(1) Pickpocket | Muster Strength, Sandstorm | 0 (0) |
(2) Purse Snatcher | Shove, Safe Passage | 5 (5) |
(3) Pilferer | Stone’s Throw | 5 (10) |
(4) Henchman | Peep | 6 (16) |
(5) Cat Burglar | Snoop, Nose for Treasure | 8 (24) |
(6) Criminal Genius | Storyteller | 10 (34) |
(7) Crime Boss | Holy Protection | 10 (44) |
(8) Kingpin | Klepto Clobber | 25 (69) |
Troubadour Class¶
The Troubadour is similar to the Jester, as their abilities aren’t exactly stellar, making them more of a stepping stone to other classes that need it mastered. Soothing Song is a decent skill, since it hits all of your allies, but it only heals around 20 damage, so it isn’t much. Angel Song works similar to Zing, but works on the entire party.
- HP -20%
- MP 0%
- Strength -25%
- Agility -10%
- Resilience -15%
- Wisdom +20%
- Style +10%
Rank/Title | Spell/Ability | Battles (Total) |
---|---|---|
(1) Music Lover | -- | 0 (0) |
(2) String Plucker | War Cry | 5 (5) |
(3) Bedroom Jammer | Lullaby | 6 (11) |
(4) One-Hit Wonder | Silly Song | 10 (21) |
(5) Touring Act | Dawn Chorus | 10 (31) |
(6) Star Turn | Spellbinding Song | 12 (43) |
(7) Platinum-Seller | Soothing Song | 12 (55) |
(8) Living Legend | Angel Song | 30 (85) |
Warrior Class¶
The Warrior is a very useful starting vocation for someone like the Hero, as it provides a decent Strength and HP boost, although it severely limits your Wisdom, MP and Agility. Focus Strength can be a nice skill to have to boost your attack for the next turn, but it isn’t too necessary when you have Oomph. Wing-Clipper and Dragon Slash are situational and Mercurial Thrust is not too useful either, especially when you have access to a lot more powerful skills. The main highlight of this class is Hatchet Man, an attack for 3 MP that when it connects, will always deliver a critical hit, which ignores defenses. That makes it extremely useful when fighting Metal Slimes, as they give great experience.
- HP +10%
- MP -60%
- Strength +10%
- Agility -35%
- Resilience 0%
- Wisdom -30%
- Style 0%
Rank/Title | Spell/Ability | Battles (Total) |
---|---|---|
(1) Ruffian | -- | 0 (0) |
(2) Skirmisher | Focus Strength | 5 (5) |
(3) Soldier | -- | 5 (10) |
(4) Veteran | Mercurial Thrust | 8 (18) |
(5) Captain | Rude Awakening | 10 (28) |
(6) Expert Fencer | Wing-Clipper | 10 (38) |
(7) Elite Blade | Dragon Slash | 15 (53) |
(8) Sword Lord | Hatchet Man | 25 (78) |
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