Trials of Mana

Trials of Mana

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【Class/Character Guide】Charlotte
De Pandada-sensei
A Charlotte guide, OTHER CHARACTERS are being made & updated, will include basic helpful tips.
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Notice
All the information for the classes is complete and fully accurate with regard to abilities. Do let me know however if there is a slight error.

【UPDATE: Since the AI is stupid, there is nothing wrong in increasing their survivability if you don't intend on using them much】

Special thanks
- Square Enix for actually releasing a remake of this game.
- mana.fandom for the translation of the really cool class descriptions.
- Schutzengel for the inspiration to do this, for early information, and diverse item+spell information and being a boon to the community regarding information.
- Shuichi Niwa for the Alternative Names Patch and community engagement.
- darth.crevette for moonrune corrections and community engagement.
- JessicaSKY for actually wanting to main Charlotte, and insisting on assisting with Light classes basic information.
- Hiroki Kikuta for the soundtrack and the Indivisible soundtrack.
Basic Information
These guides will include the Class names used in the remake on top of the original names included with the Translation Correction fan-patch.

Class Changing benefits
  • Locked Abilities: When changing your class you gain access to class-specific abilities that are always activated and do not take up an Ability slot; forgoing the necessity of equipping it. These persist to the next class you change to afterward as an added bonus, on top of the newly gained one from the next class.
  • New Class Strike: Each new class comes with its own Class Strike, some are intentionally left weaker than the rest but tend to be fun.
  • Attack Combo: While straight forward, you gain a welcome bonus of a new combo to use for Class 2 and 3.
  • CS gauge: increases to 300% and 400%, respectively
  • 2 Ability slots added.
  • (Obviously) New abilities to learn.
  • A stat increase to your base stats depending on the class you pick.
Do not be confused when you see the class change window and it tells you that your character is gaining 10+ Attack+Strength or the related stats. You do not gain a total bonus of +20 in "damage", Attack is equal to the Strength you have so you are gaining 10 Attack from having 10 in Strength.
  • ATK = STR + Weapon Attack
  • DEF = STM + Equipment Defense
  • MGC ATK = INT + Weapon Magic Attack
  • MGC DEF = SPRT + Equipment Magical Defense

MOVES and their types
Everything that your character can learn that costs some form of MP to cast is called a MOVE, but a lot of the equipable Abilities sometimes have specific wordings on them that might not be obvious at first to what they might increase. Most would refer to all of these as Spells but for now they will be aggregated to their simplest description of function, i.e spell/healing, etc.

Charlotte


Class Strike:
  • Whackbam: AREA-ATTACK - Covers a decent amount of area just like the other characters, fires off rather quickly.
Attack Combo:
  • 1st: A really fast hip strike that knocks targets back, the fastest knockback in the game and defensively great.
  • 2nd: A high jump bellyflop that hits in an area, can even hit flying targets.

【Early Build Suggestions】
Abilities:
  • (INT 2) Close Call
  • (INT 4) Recovery
Stats:
  • Max SPRT
  • 4 points into INT, save points until class change
Note:
  • All her classes gain party-wide Healing Light when you class change.

There isn't much to Charlotte this early into the game, other than her healing being overshadowed by items for a while. Since Heal Light tends to be really weak at the start, Close Call will provide it with a lot of worthwhile value. The AI also tends to heal at low health percentages so right there you get some amazing value out of your mana.

The reason you want to save your points when going into Light or Dark is for your own personal freedom, though Light has more use of spending it into INT much later down the line, Dark is entirely up to choice depending on playstyle and purpose.
  • Light favors Melee party members in its ability choices (But has Bless II as a Sage in Light-Dark, which will help your casters out) as well as making her healing even stronger, which can evolve into becoming a shield-like healing by allowing your overhealing to become a 30% health shield. Heal CS Boost abilities will give her some fun moments when used.

  • Dark favors her own power initially through spellcasting, but class changing further provides some really great utility and Abilities for the party. Dark does not increase her overall healing power so you will sometimes need to heal twice or more, Close Call however is strong and will help your healing.
Read the corresponding classes as to where to spend your points later on.


Stat
Points
Abilities/Moves
Type
Description
STR
2
Mighty
CHAIN
Power Attack damage increased by 5%
4
Sturdy
Ability
Attack increases by 5% when HP at 80% or above
6
Strength +5
Base Strength increased by 5
STA
2
HP +5
Base HP increased by 5
4
Defender
CHAIN
Base Defense increased by 10, base Attack decreased by 10
6
Stamina +5
Base Stamina increased by 5
INT
2
Close Call
Ability
Recovers 20% more HP when healing an ally with 30% or below in battle
4
Recovery
Ability
Using a healing move on ally recovers 10% more HP in battle
6
Intellect +5
Base Intellect increased by 5
SPRT
2
MP +5
Base MP increased by 5
2
Healing Light
HEAL
Recovers ally's HP
4
Heal CS Boost
Ability
Add 5% of CS gauge when healing an ally's HP in battle
6
Spirit +5
Base Spirit increased by 5
6
Twinkle Rain
HEAL
Heals ally's status effects
LUCK
2
Ambush
Ability
Damage to enemy not targeting the player increased by 10%
4
Persist
Ability
15% chance of retaining 1 HP instead of fainting
6
Luck +5
Base Luck increased by 5


Class 2: Light


【Priestess】
As her faith grows, so does the Priestess' power and resolve. Her focus on the healing arts grows in leaps and bounds, able to heal her allies in the blink of an eye during the heat of combat, but now she comes to take a more proactive role in ridding the world of foulness, calling down holy wrath on the heads of those who halt her sacred course, or, when direct smiting isn't feasible, bolstering her allies with magical elements, making their blows all the more fearsome.

Prerequisite: Level 18, visit any Mana Stone.

Example stat increase at level 18:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
12
5
3
6
3

Locked Ability:
  • Mercy: Add 10% of CS gauge when casting healing magic
Class Strike:
  • Jump: SINGLE-TARGET, final hit has a small AoE around her - Charlotte locks into a target and literally starts to flail against them several, then jumps into the air and slams the ground.

【Build Suggestions】
Abilities:
  • (INT 2) Close Call
  • (INT 9) Close Call II
  • [Optional] (LUCK 9) Safeguard
  • Free choice

    Additional Optionals:
  • (SPRT 4) Heal CS Boost
  • (INT 4) Recovery
  • (STA 12) Defender II
Stats:
  • Max SPRT + INT, save points until class change
Notes:
  • Heal CS Boost will now provide you with 15% CS gain when healing the entire party, and an additional +10% for Priestess ability.
  • Safeguard is recommended for comfort since Twinkle Rain does not remove debuffs that reduce ATK/DEF/CRIT/MGC ATK+DEF. You can use Stardust Herb on a party member to fulfill this function but it has 9 uses and takes time like any item cast. But using 1 heal to remove the entire party's debuffs helps and is really quick.

Be sure to use the correct Saber spell for the correct target, there are occasions where some who do not correspond to the correct element has a slight weakness to it; but since you don't have an ability to increase that you will at most gain 1-20 more damage (give or take).

Double Close Call will have some really great value, you will most likely heal yourself anyway when you are below or close to 30% and it will immediately heal your party to full, and the AI will still heal you when you are below or at 30% most of the time.

Spend a few extra points if you REALLY want Defender II but personally I wouldn't use it, however, spending points in STA will unlock Defense Boost All for Sage if you really want it.


Stat
Pts
Ability/Moves
Type
Description
STR
9
Attack Recoil
Ability
Easier to knock back enemy when power attack is successful
12
Sturdy II
Ability
Attack increases by 10% when HP at 80% or above
15
Strength +5
Base Strength increased by 5
STA
9
HP +5
Base HP increased by 5
12
Defender II
CHAIN
Base defense increased by 20, base attack decreased by 20
15
Stamina +5
Base Stamina increased by 5
INT
9
Close Call II
Ability
Recovers 30% more HP when healing an ally with 30% HP or below in battle
12
Auto-HP Heal
CHAIN
Recover 1% of HP for every 5 sec. in battle
15
Intellect +5
Base intellect increased by 5
SPRT
9
MP +5
Base MP increased by 5
9
Healing Light +
HEAL
Recovers all allies HP
9
Holy Bolt
SPELL
Deals Light Magic damage
12
Stone Saber
SABER
Imbues ally's weapon with Earth Elemental damage
12
Lightning Saber
SABER
Imbues ally's weapon with Wind Elemental damage
15
Spirit +5
Base spirit increased by 5
15
Ice Saber
SABER
Imbues ally's weapon with Water Elemental damage
15
Flame Saber
SABER
Imbues ally's weapon with Fire Elemental damage
LUCK
9
Safeguard
Ability
Cancel out stat decrease when using healing magic in battle
12
Bless
Ability
20% chance of changing MP needed for move to 0 in battle
15
Luck +5
Base luck increased by 5


Class 3: Light-Light


【High Cleric / Bishop】
Though the horrors of the world might lead some to abandon their faith, others find the light within them burns all the fiercer. At this pinnacle of devotion, the practitioner of holy magic can end the foul ailments that assail her allies in a flash, hamper magical assaults hurled at her, or even infuse her allies' weapons with the power of light to beat back the darkness. Woe betides the unfortunate undead that crosses her path, as her faith is such that a mere glance is enough to end their miserable existence forever.

Prerequisite: Level 38, Item: Holy Bottle, Special Mana Goddess Statue in the Sanctuary of Mana.

Example stat increase at Level 38:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
96
16
15
18
23
28
23

Locked Ability:
  • Security: 10% of no damage when receiving damage
Class Strike:
  • Chop Slap: SINGLE-TARGET - Locks the target down while Charlotte lays down a repeated whapping with a paperfan, ending it in a big baseball swing.

【Build Suggestions】
Abilities:
  • (INT 21) Recover Break
  • (SPRT 4) Heal CS Boost
  • (SPRT 27) Heal CS Boost II
  • (INT 9) Close Call II
  • [Optional] (INT 4) Recovery
  • [Optional] (INT 2) Close Call

    Additional Optionals:
  • (LUCK 9) Safeguard
  • (STA 12) Defender II
  • (STR 27) Attack Saber II
Stats:
  • 21 points into INT ASAP for Recover Break
  • Max SPRT, save points until class change
  • Max STA if you wish before next class change, save all your points otherwise.
Notes:
  • Feel free to combine all Healing related Abilities.
  • Recover Break - when healing past 100% health your party can gain a 1-30% overhealing shield depending on the heal itself.
  • Heal CS Boost combo will give you 39% CS gain for each heal, and an additional +10% from Priestess, spam if you like.
  • If you stack both Close Call abilities you are most likey to immediately overheal, making use of Recover Break.
  • Attack Saber II can function like a pseudo ATK increase (independent of ATK increase buff) when applied to the party member, change element if the enemy is resistant or use Stardust Herb when they are immune or take less damage.
  • Safeguard is recommended for comfort since Twinkle Rain does not remove debuffs that reduce ATK/DEF/CRIT/MGC ATK+DEF. You can use Stardust Herb on a party member to fulfill this function but it has 9 uses and takes time like any item cast. But using 1 heal to remove the entire party's debuffs helps and is really quick.
  • Undead Away works on any undead, including the final boss.
Recovery is back in there as optional just to bump up the healing you can overheal with when Recover Break kicks in, also just increases your overall healing. Use all of the healing increases if you wish, and make use of her Heal CS Boost combo.

Holy Saber is helpful in Kevin/Charlotte's or Hawkeye/Riesz's story, so combine it with Attack Saber II if you'd like.

Magic Shield will go a really long way in mitigating any form of damage you're taking from spells, can be of help if you struggle against the secret boss.


Stat
Pts
Abilities/Moves
Type
Description
STR
21
Attack Help II
Ability
Attack increases by 30% when HP drops to 30% or below
27
Attack Saber II
Ability
MP needed for saber magic increased by 8, increases damage dealt by 25%
33
Strength +10
Base Strength increased by 10
STA
21
HP +10
Base HP increased by 10
27
Spell Guard II
CHAIN
Defense and magic defense increased by 30% when casting
33
Stamina +10
Base Stamina increased by 10
INT
21
Recover Break
Chain
Heal 30% more than max HP when healing ally in battle
27
Auto-HP Heal All
Ability
Recover 1% of HP for all allies every 10 sec in battle
33
Intellect +10
Base Intellect increased by 10
SPRT
21
MP +10
Base MP increases by 10
21
Twinkle Rain +
HEAL
Heals all allies' status effects
21
Holy Saber
SABER
Imbues ally's weapon with Light Elemental damage
27
Heal CS Boost II
Ability
Add 8% of CS gauge when healing an ally's HP in battle
33
Spirit +10
BUFF
Base Spirit increased by 10
33
Magic Shield
BUFF
Halves magic damage done to ally
33
Undead Away
Deals non-elemental magic damage to undead, chance of instantly destroying lower leveled monsters
LUCK
21
Miracle
Ability
Retain 1 HP when hit with critical damage when HP at 50% or above
27
Heal
Ability
75% chance of cancelling status effect when using healing magic in battle
33
Luck +10
Base Luck increased by 10


Class 3: Light-Dark


【Sage】
While devout, some who walk the path of divine magic feel that the injury and ills caused by the wicked could be prevented much more effectively if these same sadistic bringers of suffering met more expedient ends. To that end, the Sage retains the healing powers that brought her to this point but focus on bringing the more wrathful side of the light to bear on foes, searing enemies with holy fury. While impressive, some would argue that this is the first step to the folly of wrath over mercy. Others, weary of endless hordes of evil-minded men and wicked things, would counter that perhaps the wicked should fear the light.

Prerequisite: Level 38, Item: Salt Bottle, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Example stat increase at Level 38:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
119
13
18
18
21
20
31

Locked Ability:
  • Magic Bell: Magic Attack and Magic Defense increase when receiving Magic Damage
Class Strike:
  • Kersplode: AREA-ATTACK, delayed projectile targets the area where the enemy last stood - Throws her flail into the air while it slowly descends and makes an 'aerial bomb' drop sound, once it lands it explodes and covers a surprisingly large area. The enemy can walk out of it, but the area is so large the enemy has a large chance to get hit.

【Build Suggestions】
Abilities:
  • (INT 21) Recover Break
  • (INT 9) Close Call II
  • [Optional] (INT 4) Recovery
  • [Optional] (INT 27) Heal Upgrade All
  • -
  • -
    Combine any depending on need (or use both):
    • (STR 21) Attack Boost All II
    • (STA 27) Defense Boost All

    Additional Optionals:
  • (STR 27) Attack Saber II
  • (LUCK 9) Safeguard
  • (INT 2) Close Call
  • (SPRT 4) Heal CS Boost
Stats:
  • 21 points into INT ASAP for Recover Break
  • Max SPRT, save points until class change
  • Points into whichever Boost ability you want.
Notes:
  • Feel free to combine all Healing related Abilities.
  • Recover Break - when healing past 100% health your party can gain a 1-30% overhealing shield depending on the heal itself.
  • If you stack both Close Call abilities you are most likely to immediately overheal, making use of Recover Break.
  • Heal CS Boost will give you 15% CS gain for each heal and an additional 10% from Priestess.
  • Attack Saber II can function like a pseudo ATK increase (independent of ATK increase buff) when applied to the party member, change element if the enemy is resistant or use Stardust Herb when they are immune or take less damage.
  • Safeguard is recommended for comfort since Twinkle Rain does not remove debuffs that reduce ATK/DEF/CRIT/MGC ATK+DEF. You can use Stardust Herb on a party member to fulfill this function but it has 9 uses and takes time like any item cast. But using 1 heal to remove the entire party's debuffs helps and is really quick.

Simple choices, the Boost abilities are fantastic and will help the party out while stacking Recovery + Heal Upgrade All will noticeably increase your healing output - which benefits your Recover Break ability. Lucent Beam is a decent filler at most at this stage of the game and is quick to cast.

Attack Saber II can be an attractive option, can lead to some awkward moments if you don't manage it correctly. Use any Abilities you've unlocked that suit your party better.


Stat
Pts
Abilities/Moves
Type
Description
Pwr
STR
21
Attack Boost All II
Ability
All allies' Attack increased by 7% in battle
27
Attack Saber II
Ability
MP needed for saber magic increased by 8, increases damage dealt by 25%
33
Strength +10
Base Strength increased by 10
STA
21
HP +10
Base HP increased by 10
27
Defense Boost All
Ability
All allies' Defense increased by 7% in battle
33
Stamina +10
Base Stamina increased by 10
INT
21
Recover Break
CHAIN
Heal 30% more than max HP when healing ally in battle
27
Heal Upgrade All
Ability
Recovers 10% more of all allies' HP in battle
33
Intellect +10
Base Intellect increased by 10
SPRT
21
MP +10
Base MP increases by 10
21
Twinkle Rain +
HEAL
Heals all allies' status effects
21
Holy Bolt +
SPELL
Deals Light Magic damage to area
100
27
Stone Saber +
SABER
Imbues all allies' weapons with Earth Elemental damage
27
Lightning Saber +
SABER
Imbues all allies' weapons with Wind Elemental damage
27
Ice Saber +
SABER
Imbues all allies' weapons with Water Elemental damage
27
Flame Saber +
SABER
Imbues all allies' weapons with Fire Elemental damage
33
Spirit +10
Base Spirit increased by 10
33
Lucent Beam
SPELL
Deals Light Magic damage
250
LUCK
21
Bless II
CHAIN
30% chance of changing MP needed for move to 0 in battle
27
Cure
Ability
75% chance of canceling status effect when using healing magic in battle
33
Luck +10
Base Luck increased by 10


Class 4: Final Light


【High Priestess】


Prerequisite: Complete the Game, any of the two Class 3 Light classes, progress the post-game content, get Hope Sphere, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
138
20
20
20
24
35
39

Locked Ability:
  • Salvation: Recover 100% HP for all fainted allies when fainted
Class Strike:
  • Kablooey: Magically enlarged flail falls on enemy's head and explodes for massive damage

【Build Suggestions】
High Cleric
Abilities
  • (INT 21) Recover Break
  • [Optional] (SPRT 4) Heal CS Boost
  • [Optional] (SPRT 27) Heal CS Boost II
  • [Optional] (SPRT 53) Heal CS Boost III
  • [Optional] (INT 9) Close Call II (Read notes)
  • Free choice
  • -
  • -

    Combine any depending on need (or get both when/if able):
    • (STR 53) Attack Boost All III
    • (STA 53) Cherish
    Additional Optionals:
  • (INT 4) Recovery
  • (INT 27) Heal Upgrade All
  • (INT 43) Heal Upgrade All II
  • (STR 27) Attack Saber II
  • (LUCK 9) Safeguard
Notes:
  • Read previous 2 classes for notes on relevant information.
  • Feel free to combine all Healing related Abilities.
  • Give Sturdy III to your best attacker.
  • Class Strike uses both ATK and MGC ATK for damage, so Attack Boost benefits casters as well.
  • Heal CS Boost combo will give you 69% (nice) CS gain for each heal, +10% from Priestess.
  • Auto-HP Heal abilities do stack with healing increase abilities, the ability itself is questionable.

  • Recovery, Heal Upgrade All I & II together for 35% healing increase to get more out of Recover Break, do use any amount of them for yourself. Close Call II takes one slot and is just as efficient under certain situations only, but is less likely to overheal up to the 30% threshold unless you cast twice.

    It is however more likely to go past the 30% if an ally has less health than you, and the AI (or you) decides to throw a heal.

You will heal for a ridiculous amount, and at this stage of the game you should be absolutely wrecking everything anyway. Cherish is strong for what it is since a 10% flat damage reduction for everyone is pretty decent. Auto-HP Heal All II has questionable value since your Recover Break and big heals can cover up any chip damage (and 20 seconds is a bit too long).


Sage
Abilities
  • (INT 21) Recover Break
  • (STR 21) Attack Boost All II
  • (STR 53) Attack Boost All III
  • (STA 27) Defense Boost All
  • (STA 53) Cherish
  • [Optional] (SPRT 4) Heal CS Boost
  • [Optional] (SPRT 53) Heal CS Boost III
  • [Optional] (INT 9) Close Call II (Read notes)
Notes:
  • Read previous 2 classes for notes on relevant information.
  • Feel free to combine all Healing related Abilities.
  • All Stat Boost abilities stack with eachother.
  • Give Sturdy III to your best attacker.
  • Class Strike uses both ATK and MGC ATK for damage, so Attack Boost benefits casters as well.
  • Heal CS Boost combo will give you 45% CS gain for each heal, +10% from Priestess.
  • Read the Notes above for Recovery, Heal Upgrade All I & II information.
  • Read the previous 2 classes for notes on relevant information.

It's not like I can stop you from using any of the abilities recommended above, that's why you got Optional slots! Get beefy with Defense Boost All combined with Cherish, but once more at this stage of the game it hardly matters what you use, so Attack Boost will be a welcome addition to all of your attackers and casters using Class Strikes.


Stat
Points
Abilities/Moves
Type
Description
STR
43
Sturdy III
CHAIN
Attack increases by 30% When HP at 80% or above
53
Attack Boost III
Ability
All allies' attack increase by 10% in battle
63
Strength +10
Base Strength increased by 10
STA
43
HP +10
Base HP increased by 10
53
Cherish
Ability
Opponent's damage decreased by 10% for all allies
63
Stamina +10
Base Stamina increased by 10
INT
43
Heal Upgrade All II
Ability
Recovers 15% more of all allies' HP in battle
53
Auto-HP Heal All II
Ability
Recovers 3% of HP for all allies every 20 sec. In battle
63
Intellect +10
Base Intellect increased by 10
SPRT
43
MP +10
Base MP increased by 10
53
Heal CS Boost III
Ability
Add 10% of CS gauge when healing an ally's HP in battle
63
Spirit +10
Base Spirit increased by 10
LUCK
43
Miracle II
CHAIN
Retain 1 HP when hit with critical damage when HP at 30% or above
53
Cure II
Ability
Cancel status effect when using healing magic in battle
63
Luck +10
Base Luck increased by 10


Class 2: Dark


【Enchantress】
The harsh reality of the world can have severe effects on the strongest of faiths, and many a Cleric has been tempted from the straight and narrow mentality of divine magic, studying arts of animation and summoning to provide a more direct approach to resolution of a battle. While the potency and efficacy of her healing magic grows, she forsakes the more supportive studies of divine magic, preferring to call up strange mechanical beasts to assail enemies.

Prerequisite: Level 18, visit any Mana Stone.

Example stat increase at level 18:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
12
8
1
3
3
1

Locked Ability:
  • Distress: Attack and Magic Attack increases by 10% when affected by Status Effect
Class Strike:
  • Dash: Small area in front of her; seems to favor the right side of the screen - Charlotte literally starts dashing around in an area and does damage to anyone caught up in it. You'll know how it can miss when you take into account that it sometimes ignores the left side.

【Build Suggestions】

Abilities:
  • (INT 2) Close Call
  • [Optional] (INT 4) Recovery
  • [Optional] (INT 12) Super Summon
  • Free choice
Stats:
  • Max SPRT for healing.
  • Max INT for summon damage if you want.
  • Free points spending, otherwise save to class change.
Notes:
  • Summon damage increases with INT, "Magic Damage dealt" Abilities and MGC debuffs.

Super Summon is a hefty boost and will work well with any of the class changes you make thereafter if you aim to spam summons.

The reason why the Ability choices are free and the points are free-spending is for a simple reason: her 2 class choices afterward are different in purpose. So spend any points where you want them and reset them once you hit Class 3, if you so wish.

  • Warlock will provide any party with great utility through several Abilities which are the opposite to the Boost All abilities: DEF Down All, ATK Down All, MGC DEF Down All. As the name implies it will reduce enemy stats by a flat % and can be stacked, and the MGC DEF variant helps her own summoning damage as well. To provide with MGC ATK debuff she has a slightly unreliable spell to go with it.
Note: Class 4 unlocks the Down All abilities as well.

  • Necromancer will try to make Charlotte into a Hybrid character by giving her a larger STR increase and powerful Melee abilities. What it does come with is Dark Curse, a powerful spell that applies all 3 ATK/DEF/MGC ATK+DEF debuffs; and if it is anything like the original game it will apply these debuffs as a slightly stronger version than the debuffs provided through normal spells/items and Abilities.
    (Dark Reisz, Broken Lines, Critical/Magic Smash, etc).


Stat
Points
Abilities/Moves
Type
Description
Pwr
STR
9
Attack Recoil
Ability
Easier to knock back enemy when Power Attack is successful
12
Quick Shot
CHAIN
Damage to enemy with 100% HP increased by 20%
15
Strength +5
Base Strength increased by 5
STA
9
HP +5
Base HP increased by 5
12
Defender II
CHAIN
Base Defense increased by 20, base Attack decreased by 20
15
Stamina +5
Base Stamina increased by 5
INT
9
Doze
Ability
30% chance of causing Sleep when using Power Attack
12
Super Summon
Ability
Summoning Magic Damage increased by 30%
15
Intellect +5
Base Intellect increased by 5
SPRT
9
MP +5
Base MP increased by 5
9
Healing Light +
HEAL
Recovers all allies' HP
12
Chess Knight
SUMMON
Summons Chess Knight, deals damage to enemy
176
12
Machine Golem
SUMMON
Summons Machine Golem, deals damage to enemy
200
15
Spirit +5
Base Spirit increased by 5
LUCK
9
Hard Ricochet
Ability
50% chance of reflecting stat decrease back
12
Random Debuff
Ability
10% chance of a random stat decreasing when using Power Attack
15
Luck +5
Base Luck increased by 5



Class 3: Dark-Dark


【Warlock / Shamanion】
One shudders to consider what line of demented thinking could lead a cleric to have fallen to this abyssal point. Having made pacts no sane mind would make, and having abandoned the path of healing and protection, those who survive the Warlock's foul rites and insidious rituals call forth demons and foul things of the abyss to rend apart their foes with terrible strength and unrelenting dark magic. Stripping away magical protections with sadistic glee as she sends the hordes of the underworld after her prey, the Warlock must be ever vigilant in summoning and dismissal of her "friends", lest they spy a crack in her mental armor and devour her like any other.

Prerequisite: Level 38, Item: Curse Bottle, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Example stat increase at Level 38:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
96
13
17
18
26
28
20

Locked Ability:
  • Life Swipe: Recover 15% of HP when using Class Strike
Class Strike:
  • Jumbonk: SINGLE-TARGET, final hit has a very small AoE - Charges a target and locks them with a flurry of swings, she then jumps into the air and summons a gargantuan flail and slams it into the enemy.

【Build Suggestions】
Abilities
  • (INT 2) Close Call
  • [Optional] (INT 4) Recovery
  • [Optional] (INT 12) Super Summon
  • -
  • -
  • -
Use any of: (Or all of them)
  • (INT 27) MGC DEF Down All
    • Great for Angela & Dark Hawkeye, increases Summoning damage as well.
  • (STA 27) ATK Down All
    • Quite a damage decrease for the enemies as the game goes on, very potent.
  • (STR 21) DEF Down All
    • Fantastic for all the Attack characters (Duran/Kevin/Riesz/Hawkeye)
    • Increases Class Strike damage for casters (uses ATK + MGC ATK for damage)
    • Works for Hawkeye Rogue spell damage.
Stats
  • Gremlin & Demon hits multiple times, not that terrific for a Quick Shot II opener.
  • Max SPRT for stronger heals - Class 4 later provides Summon CS Boost in SPRT for a 35% CS increase if you are a spam-happy Summoner.
  • Max INT for Summoning damage.
  • Choice between STR / INT / STA for Class 4 Down All abilities.
Note:
  • Fetid Breath - Since it deals Fire Damage it will sometimes get resisted and won't apply the debuff associated with it, which can make it awkward to prioritize or use.
  • Summon damage increases with INT, "Magic Damage dealt" Abilities and MGC debuffs.
What a fantastic class, the Down All abilities are all great and provides you with many things at once without having to do anything. Greater Demon is surprisingly strong and will keep on scaling as you go on if you build around it. Check the notes on Fetid Breath.

Quick Shot II can be a fantastic opener for ANY Spellcaster with any single-hitting spell that hits hard (Angela, Hawkeye). Works for Class Strikes but that can be unreliable if that is what you are using it for (Not counting a certain end-game Chain ability).


Stat
Points
Abilities/Moves
Type
Description
STR
21
DEF Down All
Ability
Decrease all enemies' Defense by 7%
27
Quick Shot II
CHAIN
Damage to enemy with 100% HP increased by 30%
33
Strength +10
Base Strength increased by 10
STA
21
HP +10
Base HP increased by 10
27
ATK Down All
Ability
Decrease all enemies' Attack by 7%
33
Stamina +10
Base Stamina increased by 10
INT
21
Weak Point All
Ability
Damage to enemy's Elemental Weakness increased by 8% for all allies
27
MGC DEF Down All
Ability
Decrease all enemies' Magic Defense by 7%
33
Intellect +10
Base Intellect increased by 10
SPRT
21
MP +10
Base MP increased by 10
21
Dispel Magic
SPELL
Dispels all enemy magic effects
21
Gremlin
SUMMON
Summons Gremlin, deals damage to enemy
250
27
Demon
SUMMON
Summons Demon, deals damage to enemy
350
27
Fetid Breath
SPELL
Deals Fire Damage, decreases enemy's Magic Attack and Magic Defense
250
33
Spirit +10
Base Spirit increased by 10
LUCK
21
Hard Ricochet II
CHAIN
65% chance of reflecting Stat Decrease back
27
Random Debuff II
Ability
20% chance of a random stat decreasing when using a Power Attack
33
Luck +10
Base Luck increased by 10


Class 3: Dark-Light


【Necromancer】
Having read forbidden texts and learned lessons that cannot be forgotten, some who started on a pure and wholesome path find themselves considering the dread art of necromancy as a means to an end. The world is sadly chock full of adventurers and innocents who met tragic ends, and so the Necromancer finds no shortage of corpses and spirits to send against her enemies, inflicting as much horror as injury in their flailing assaults. When direct assault fails, however, the Necromancer imbues her allies' weapons with fell energies, and practices foul curses that leave her unfortunate target a shriveled and withered shadow of their former selves.

Prerequisite: Level 38, Item: Ash Bottle, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Example stat increase at Level 38:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
96
13
44
18
15
17
15

Locked Ability:
  • Repetition: Damage increased by 5% when using summoning magic in succession (up to 30%)
Class Strike:
  • Bombtastic: SINGLE-TARGET - Charlotte initiates a 'Big Ball of Violence' against the enemy while she gives them a beatdown.

【Build Suggestions】
Abilities
  • (INT 2) Close Call
  • [Optional] (INT 4) Recovery
  • [Optional] (INT 12) Super Summon
  • [Optional] (STR 27) Quick Shot II (questionable)
  • Free choice
  • Free choice
Stats
  • Max SPRT for stronger heals - Class 4 later provides Summon CS Boost in SPRT for a 35% CS increase if you are a spam-happy Summoner.
  • Max INT for Summoning damage.
  • Choice between STR / INT / STA for Class 4 Down All abilities once class changed.
Note:
  • Ghouls & Ghosts hits once, making it a good opener with Quick Shot II
  • Dark Curse provides 3 debuffs in one cast:
    • ATK Down, DEF Down and MGC ATK+DEF down.
    • If you used Dark Riesz in your previous playthrough, Super Stat Down I & II are CHAIN abilities and works with Dark Curse, making it a very potent debuff. They disappear if Riesz is in your party in the new playthrough.
  • Dark Saber this late in is pretty weak without an ability to increase its effect, such as the Attack Saber abilities or Fraction (Duran).
  • (INT 21) Charred should be given to either Kevin or Hawkeye, to make use of their ability Special Effect.

Not much to say, her choices are limited as a Support/Spellcaster other than improving on what she currently has. But check out her massive Strength gain however, but this isn't as special when going into Class 4 since it has the same stat increase regardless of which class you are. Keep casting Dark Curse every 1 minute on the boss for big fat reductions in enemy stats.

With that said, here are some notes for her Melee side.
  • Charred + Climatic Hit is a great combo but works only on monsters. Stack all the possible damage abilities you can find such as Ambush. Mighty II is a fantastic ability on its own and Mighty III is a chain but still unlocked through her and should be used on a more powerful attacker but can be used for hilarity.


Stat
Points
Abilities/Moves
Type
Description
Pwr
STR
21
Mighty II
Ability
Power Attack damage increased by 20%
27
Quick Shot II
CHAIN
Damage to enemy with 100% HP increased by 30%
33
Strength +10
Base Strength increased by 10
STA
21
HP +10
Base HP increased by 10
27
Victory Heal II
Ability
Recover 20% of HP when enemy defeated
33
Stamina +10
Base Stamina increased by 10
INT
21
Charred
CHAIN
45% chance of causing burns when using Power Attack
27
Stonework
Ability
10% chance of causing petrify when using Power Attack
33
Intellect +10
Base Intellect increased by 10
SPRT
21
MP +10
Base MP increased by 10
21
Twinkle Rain +
HEAL
Heals all allies' status effects
27
Ghoul
SUMMON
Summons Ghoul, deals damage to enemy
250
27
Ghost
SUMMON
Summons Ghost, deals damage to enemy
350
33
Spirit +10
Base Spirit increased by 10
33
Dark Curse
DEBUFF
Decreases all stats of enemy
33
Dark Saber
SABER
Imbues ally's weapon with Dark Elemental damage
LUCK
21
Climatic Hit
Ability
Chance of Critical Hit increased by 70% when attack on Status affected enemy is successful
27
Hard Ricochet II
CHAIN
65% chance of reflecting stat decrease back
33
Luck +10
Base Luck increased by 10



Class 4: Final Dark


【Chaosbringer】
Official Description: One of the topmost Cleric classes. Chaosbringers have the attack power of a Necromancer and the inhibiting magic of a Warlock. They can weaken their enemies and cause status effects to turn the tide of battle.

Prerequisite: Complete the Game, any of the two Class Dark 3 classes, progress the post-game content, get Hope Sphere, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
136
24
54
20
20
25
15

Locked Ability:
  • Small Fry: Decreases all enemies' Magic Attack and Magic Defense when battle starts
Class Strike:
  • Whamblast: CHANNELED AREA-ATTACK - it covers a modest area in front of her, if the enemies happen to not get locked into it on the first tick of damage they can actually walk outside of it if they are on the very edge. She does a little ghost dance during this and ends it with an explosion of dark energy.

【Build Suggestions】
Abilities:
  • (INT 2) Close Call
  • [Optional] (INT 12) Super Summon
  • -
  • -
  • -
  • -
  • -
  • -
    Add any of these as Warlock:
    • (INT 27) MGC DEF Down All
    • (STA 27) ATK Down All
    • (STR 21) DEF Down All

    Unlock any of: (Or all of them, also for Necromancer)
    • (INT 53) MGC DEF Down All II
      • Great for Angela & Dark Hawkeye, increases Summoning damage as well.
    • (STA 53) ATK Down All II
      • A potent damage decrease this time around, great for stacking with Warlock version.
    • (STR 53) DEF Down All II
      • Fantastic for all the Attack characters (Duran/Kevin/Riesz/Hawkeye)
      • Increases Class Strike damage for casters (uses ATK + MGC ATK for damage)
      • Works for Hawkeye Rogue spell damage.
    Notes:
    • Use Summon CS Boost II if you are spam happy with your summons.
    • Give (STR 43) Mighty III to your strongest attacker and enjoy the mayhem.
    • Random Debuff III is great but requires proper use and uptime. A-B combo can trigger it quickly if you want to switch to her and use it.

    Your party is already unstoppable, I don't have to tell you what to use at this stage of the game, so feel free to grab anything you want to prioritize first amongst the debuffs. Necromancer is still lacking in choice but has Dark Curse, play around with its Melee Abilities if you'd ever like to see Charlotte deal some legitimately good damage.


    Stat
    Points
    Abilities/Moves
    Type
    Description
    STR
    43
    Mighty III
    CHAIN
    Power Attack damage increased by 30%
    53
    DEF DOWN All II
    Ability
    Decrease all enemies' Defense by 10%
    63
    Strength +10
    Base Strength increased by 10
    STA
    43
    HP +10
    Base HP increased by 10
    53
    ATK Down All II
    Ability
    Decrease all enemies' attack by 10%
    63
    Stamina +10
    Base Stamina increased by 10
    INT
    43
    Weak Point All II
    Ability
    Damage to enemy's Elemental Weakness increased by 12% for all allies
    53
    MGC DEF DOWN All II
    Ability
    Decrease all enemies' Magic Defense by 10%
    63
    Intellect +10
    Base Intellect increased by 10
    SPRT
    43
    MP +10
    Base MP increased by 10
    53
    Summon CS Boost II
    Ability
    Add 35% of CS gauge when using Summoning Magic
    63
    Spirit +10
    Base Spirit increased by 10
    LUCK
    43
    Hard Ricochet III
    CHAIN
    80% chance of reflecting Stat Decrease back
    53
    Random Debuff III
    Ability
    30% chance of random Stat Decrease when using a Power Attack
    63
    Luck +10
    Base Luck increased by 10




??? Seeds: how to farm them
In order to gain access to Class 3 you will need to be level 38 and above while having a corresponding item in order to unlock it. The items needed are called ??? Seed and tend to drop around the time you're about to reach your character's final story-related dungeon. You need to visit the special Goddess Statue in the Sanctuary of Mana afterward.

SOME EXCEPTIONS TO THESE RULES, HOWEVER
These can drop from chests as well but VERY rarely, I personally at most had 2 until I reached the part where I could farm them at the end-game.It is entirely possible to complete the entire game and the final dungeon of your characters' story without ever getting to enjoy Class 3.
I personally recommend you spend the time needed to farm these seeds when possible.

Hover over the text below when you reach level 38:
(This tip is to get the most enjoyment out of the time you can efficiently unlock your class because the worst thing that can happen is only getting to fight 1-3 bosses without getting to enjoy your new flashy class fully.)


Earliest possible method:
Pray to whatever deity or entity you worship for the RNG.
Those with a chance to drop them:
  • Chartmoon Tower, hunt Silverwolf. (There are a lot of them)
    • Before you reach the top floor, you will be greeted by 3 Silverwolf mobs. Go to the top floor and only target the groups that has Silverwolf in it, go down to the 3 Silverwolves again for their respawn and repeat.
  • Woods of Wandara, hunt Queeneebs

End-game Method:
Defeat all 7 of the Benevodons, then view the text below.

After you have defeated the 7 Benevodons, you head out to find the Darkstone. Depending on which story you are in, your quest will have you progress deeper into a unique area; this will either be:

Crystal Desert (Duran/Angela)
Jungle of Illusion (Kevin/Charlotte)
Night Cavern (Hawkeye/Riesz)

TIP: There is usually a Golden Goddess Statue at the end of the area with a boss fight, feel free to enter but I like to fight it after I've changed my class just for enjoyment's sake. Scour the entire area, there tends to be 1-2 special monsters who instead drops the ultra-rare Rainbow Seed as well, but the vast majority of monsters in these specific areas drop the ??? Seeds quite regularly (or as regularly as RNG can get). Get about 6 of the ??? seeds (or 10 if you wish), go to an Inn and grow them and hope for the item you want.
10 commentaires
Pandada-sensei  [créateur] 11 nov. 2022 à 5h59 
Oh cool, tried it on a 1.0 PS4 version, you're absolutely right
NullBurner 10 nov. 2022 à 20h24 
Unfortunately you're wrong. Safeguard always worked that way.
Pandada-sensei  [créateur] 10 nov. 2022 à 2h31 
That's new, didn't function that way on release :D
NullBurner 9 nov. 2022 à 20h33 
The safeguard ability removes debuffs on the caster, not the receiver of the healing spell.
Pandada-sensei  [créateur] 6 mai 2020 à 7h37 
Undead Away is hilarious, was an instant wipeout for the entire Mirage Palace in the old game, and is alright here under the very specific circumstances that it requires.

Just added it in as a note since I thought it was self-explanatory that the final boss was Undead, considering you know, he's called a Lich and whatnot (Not that any of the final bosses matter)
RenRen 6 mai 2020 à 7h19 
So can you with holy bolt, but that's pointless and not worth your time nor your consumables, plus you don't go high cleric to spam undead away or to deal dmg for that matter
rocketprime 6 mai 2020 à 6h51 
As High Cleric, provided her level is high enough, Charlotte can easily defeat the final boss of her storyline by spamming Undead Away.
RenRen 3 mai 2020 à 16h06 
Look at ma baby, she's so pwetty
Pandada-sensei  [créateur] 3 mai 2020 à 16h04 
And no, I am not going to tell you how to do NG+ builds :P I am sure you are smart enough to break the game yourself with your unlocked swanky abilities yourself.
Pandada-sensei  [créateur] 3 mai 2020 à 15h19 
Sorry for the delay, spent a lot of time making sure it had the builds in them (instead of getting angry friend adds because it *didn't* have builds yet and only data on abilities)

Do let me know of any inconsistencies in abilities or some odd misspellings here or there.

It's late and I am going to sleep immediately, already checked the whole thing twice but I am sure to have missed *something* or anything noteworthy in terms of combinations/abilities.

Didn't have time to finish off Hawkeye's guide with builds after Charlotte's.