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Scarmonde a Beginners Guide to Party Selection
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We will be breaking down early gameplay class selection without any subclasses
   
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For this we will be breaking down the starting part of the game for each of the 12 classes to help you better select your team.

Please note this does no include subclasses or late gameplay info.

This Guide will cover basic info about all classes including basic growth estimates. Please be advised based on how you play and sub classes, what stuff you get and such will change your play experience with the classes which allows for a great amount of replay-ability gameplay wise.

Each Class has a role that can fill well based on how you give them passives and abilities, Also thier gear and subclasses I've broken it down to a set roles and marked each character what roles they will best suit.

Tank - Takes the Hits of the Team
Dpser - Deals the Physical Damage
Caster - Deals the Magic Damage
Support - Buffs and Debuffs
Healer - Heals, Cures Status, and Revives

When making a team you want to make sure you have at the very least a Tanker and Healer. If you want to do the easiest playthrough best to have something like this.

Beginner Recommended Party:
Tank: Paladin/Warrior
Dpser: Warrior/Knight/Hunter
Caster: Mage/Sage
Healer: Cleric

Final Fantasy Style Party:
Tank: Paladin
Dpser: Thief/Monk
Healer: Cleric
Caster: Mage/Sage

Dragon Quest Style Party:
Tank: Warrior/Paladin
Dpser: Thief/Warrior
Caster: Mage/Sage
Support: Dancer/Bard

Notes:
Attack Effects on Hit seem to be about 5% each effected by Luck.
Defending while reducing damage and raising ailment resist while defending some get added benefits on top of it.
Skills: Does not include the Separate Passive Skill List

Innate Skills: Are unique things that that character has that sets them out from the base a few characters a few things with other characters but it gives a base idea about them.

Growth Rate: Is split into 3 Grades: Low, Mid, High for Growth Rates. I'll only be covering the most basic of stats Max Hp, Max Mp, P Atk, P Def, M Atk, M Def. This also only accounts for low level growth it doesnt take into account to any changes made beyond the first half of the game.
Warrior (Tank or Dpser)

Description: Capable fighters able to equip a wide range of Weapons. Can Equip Heavy and Light Armour, Warriors may also learn Basic Healing Spells

Weaponry: Sword, Axe, Spear, Bow, Club
Armour: Shield, Light, Heavy




Combat Info:

Attack Effect on Hit: Stun
Defending: None
Skills: Multi-Slash, Multi-Pierce, Multi-Bash, Taunt, Hold, Break, Recover, Cleansing Aura, Counter Attack, Counter +15%, P. Hit +20%, Counter +35%

Innate Skill: +10% More Exp (Similar Relic: Battleborn Pin) +25% Counter (Similar Relic: Pocket Dagger)

Growth Rates:

Max HP High
Max MP Low
P. Atk High
P. Def Mid
M. Atk Low
M Def. Low
Knight (Tank or Dpser)

Description: Physical powerhouse that focuses on utilizing thier overwhelming might to destory thier foes. Can Equip select weapons and Heavy Armor. Cannot naturally cast magic and are slower than most Classes

Weaponry: Sword, Axe, Club
Armour: Shield, Heavy



Combat Info:

Attack Effect on Hit: None
Defending: None
Skills: Tackle, Double Attack, Critical Strike, Break Strike, Cripple Strike, Piercer, Plague Smash, Devastate, Crit +10%, Physical Res. +15%, Crit Evade +10%, P. Atk+25%

Innate Skill: +10% Crit Evade (Similar Relic: None)

Growth Rates:

Max HP High
Max MP Low
P. Atk High
P. Def High
M. Atk Low
M Def. Low
Cleric (Healer)

Description: Masters of Light and Healing Magic, These devout pilgrims can equip light armour and basic weaponry.

Weaponry: Dagger, Staff
Armour: Shield, Light



Combat Info:

Attack Effect on Hit: None
Defending: Recover MP
Skills: Smite, Radiance, Exorcism, Nosight, Quiet, Snooze, Weaken, Slow, Recover, Warm Embrace, Angel Feather, Fairy Light, Recovery Field, Creator's Blessing, Cleansing Aura, Light of Purity, Purging, Lifegiver, Rebirth, Phoenix Rising, Item Str +25%, Light Res +25%, Crit Evade +10%, Mp +5

Innate Skill: 15% Recovery Magic/Items (Similar Relic: Cleric Symbol)

Growth Rates:

Max HP Mid
Max MP Mid
P. Atk Low
P. Def Low
M. Atk High
M Def. High
Mage (Caster)

Description: Fearsome Spellcasters capable of learning the greatest Black Magics. Mages can Equip Light Armour and basic Weaponry.

Weaponry: Staff
Armour: Light



Combat Info:

Attack Effect on Hit: None
Defending: Mp Recover
Skills: Fireball, Eruption, Sunsphere, Icicle, Glacier, Borealis, Shock, Lightning, Fulmination, Gust, Squall, Tornado, Debris, Boulder Toss, Stalagmite, Void, Fervor, Snowstorm, Electrify, Windstorm, Sandstorm, Otherside, Poison, Nosight, Snooze, Hold, Curse, Shatter, Mind Break, Fire Res +25%, Ice Res +25%, Thunder Res +25%, Earth Res +25%, Wind Res +25%

Innate Skill: Magic Evade +10% (Similar Relic: Fairy Wings)

Growth Rates:

Max HP Low
Max MP Mid
P. Atk Low
P. Def Low
M. Atk High
M Def. High
Thief (Dpser or Support)

Description: Agile tricksters able to steal items from enemies and learn a variety of debilitating spells. Thieves wield basic weaponry and light armour.

Weaponry: Dagger
Armour: Shield, Light



Combat Info:

Attack Effect on Hit: None
Defending: None
Skills: Steal, Fireball, Void, Black Spot, Otherside, Poison, Nosight, Smokescreen, Snooze, Dream Wold, Weaken, Break, Slow, Hasten, Absorb, Magistep, Aggro - 50%, P. Evade +10%, M. Evade +10%, Attack Speed +10,

Innate Skill: +10% Physical Evade (Similar Relic: Shadow Cloak) +10% Crit Evade (Similar Relic: None) +25% Poison Resist (Similar Relic: Green Pendant) +25% Blind Resist (Similar Relic: Thick Goggles)

Growth Rates:

Max HP Mid
Max MP Low
P. Atk High
P. Def Mid
M. Atk Low
M Def. Mid
Monk (Dps, Caster, Healer)

Description: Hand to Hand combat Specialist. They forgo shields to demolish enemies with their fists. Monk can equip Light Armour and learn basic Healing and Might magic.

Weaponry: Fists
Armour: Light



Combat Info:

Attack Effect on Hit: Stun
Defending: None
Skills: Debris, Boulder Toss, Stalagmite, Smite, Radiance, Exorcism, Force, Psycho Shot, Explosion, Force Missle, Quiet, Hold, Shatter, Mind Break, Recover, Warm Embrace, Fairy Light, Cleansing Aura, Light of Purity, Lifegiver, Crit +10%, M. Evade +10%, Mp Cost - 25%, Add:Stun

Innate Skill: +10% Physical Evade (Similar Relic: Shadow Cloak) +10% Crit Evade (Similar Relic: None) +50% Counter (Similar Relic: Pocket Dagger)

Growth Rates:

Max HP Mid
Max MP Mid
P. Atk Mid
P. Def Low
M. Atk High
M Def. High
Paladin (Tank or Healer)

Description: Steadfast Guardians of Justice. Gifted with strudy defences and the ability to cast Light and Healing Magic. Paladins specialize in wielding swords and can only equip Heavy Armour

Weaponry: Sword, Staff
Armour: Shield, Heavy



Combat Info:

Attack Effect on Hit: Silence
Defending: Mp Recovery
Skills: Smite, Radiance, Quiet, Antimagica, Recover, Warm Embrace, Angel Feather, Fairy Light, Recovery Field, Cleansing Aura, Light of Purity, Purging, Lifegiver, Rebirth, Wisdomia, Barrier, Light Boon, Aggro +100%, Physical Res +15%, Hp Recovery +10%, Mp +10

Innate Skill: Recover 3% of Max Hp per Turn (Similar Relic: Health Ring) +100% Aggro (Similar Relic: Bottled Hate)

Growth Rates:

Max HP Mid
Max MP Low
P. Atk Low
P. Def High
M. Atk Mid
M Def. High
Hunter (Dpser, Caster or Support)

Description: Expertly wields a bow and is capable of learnin Wind, Earth, and Various debilitating magics. Hunters can only equip Light Armour. As a innate passive, Hunters also increase the amount and frequency of items obtained after battle.

Weaponry: Sword, Axe, Bow, Club
Armour: Shield, Light



Combat Info:

Attack Effect on Hit: Ko
Defending: None
Skills: Shock, Lightning, Gust, Squall, Electrify, Lightning Storm, Windstorm, Cyclone, Poison, Poison Cloud, Nosight, Smokescreen, Snooze, Dreamworld, Muddle, Mass Confusion, Absorb, Wind Boon, P.Hit +20%, Crit +10%, Item Str +25%

Innate Skill: Increase Item Drop rates and amounts. (Similar Relic: Greedy Pouch) +25% Crit (Similar Relic: Crit Bracer)

Growth Rates:

Max HP Low
Max MP Low
P. Atk High
P. Def Mid
M. Atk High
M Def. Mid
Sage (Caster or Healer)

Description: Wise and powerful spellcasters who boast the highest Magic Attack. Most of a Sage's repertoire targets entire groups of enemies, and they dabble in all primary elements. Sage's can equip basic weaponry and light Armour.

Weaponry: Staff
Armour: Light



Combat Info:

Attack Effect on Hit: None
Defending: Mp Recovery
Skills: Fervor, Sirocco, Hellfire, Snowstorm, White Tempest, Absolute Zero, Electrify, Lightning Storm, Heavenly Discharge, Windstorm, Cyclone, Hurricane, Sandstorm, Rockslide, Earthquake, Explosion, Force Missle, Armageddon, Black Plague, Antimagic, Dream World, Curse Wave, Shatter Sphere, Psychic Wave, Gravity Field, Fairy Light, Recovery Field, Phoenix Rising, M. Evade +10%, Magical Res +15%, Mp+10, M.Atk +30%, Exp Gain +25%

Innate Skill: Magic Reflection +20% (Similar Relic: Mirror Ring)

Growth Rates:

Max HP Low
Max MP High
P. Atk Low
P. Def Low
M. Atk High
M Def. High
Duskar (Dpser, Caster, or Support)

Description: Powerful combatants capable of casting Black Magic. They can only equip Heavy Armour and are incapable of Defending during combat. As an innate passive, Duskars absorb 15% of the physical damage they deal to an enemy.

Weaponry: Axe, Spear, Staff
Armour: Heavy



Combat Info:

Attack Effect on Hit: Curse 5%
Defending: Can't Defend
Skills: Dusk Strike, Fireball, Eruption, Icicle, Glacier, Shock, Lightning, Void, Black Spot, Total Exlipse, Otherside, Black Plague, Poison, Poison Cloud, Muddle, Curse, Curse Wave, Weaken, Break, Shatter, Mind Break, Slow, Dark Boon, M. Evade +10%, Dark Res +25%, Add: Curse, Ailment Res +25%

Innate Skill: Absorbs 15% of Physical Damage dealt to an enemy. (Similar Relic: Vampire Gylph) +50% Aggro (Similar Relic: Bottled Hate)

Growth Rates:

Max HP Mid
Max MP Low
P. Atk High
P. Def Mid
M. Atk High
M Def. Mid
Bard (Caster or Support)

Desciption: Skilled musicians who learn magics that boost the attributes of their allies. Bards Specialize in Wind and Light magic, and can only equip Light Armour and simple weaponry. As an innate passive ability. Bards double the amount of gold received after battle.

Weaponry: Sword, Bow, Club, Staff
Armour: Shield, Light



Combat Info:

Attack Effect on Hit: Sleep
Defending: None
Skills: Gust, Squall, Tornado, Debris, Boulder Toss, Stalagmite, Snooze, Allure, Empower, Shield, Wisdomia, Barrier, Hasten, Absorb, Mana Thief, Fire Boon, Ice Boon, Thunder Boon, Earth Boon, Wind Boon, Regenerate, Mana Spring, Stat Guard, Magical Red +15%, Mp Recovery +10%, Thunder Red +25%, Earth Res +25%, Wind Res +25%

Innate Skill: Doubles the amount of Gold you gain after battler. (Similar Relic: Gold Idol) +10% Physical Evade (Similar Relic: Shadow Cloak)

Growth Rates:

Max HP Mid
Max MP Mid
P. Atk Mid
P. Def Mid
M. Atk Mid
M Def. Mid
Dancer (Dpser or Support)

Description: Fleet-footed individuals that can weaken and inflict various debilitations upon their foes. Dancers can equip basic weaponry and Light Armour. As an innate passive ability, Dancers may allow the party to strike first more often during combat.

Weaponry: Spear, Dagger, Fist
Armour: Light



Combat Info:

Attack Effect on Hit: Love 5%
Defending: Mp Recovery
Skills: Windstorm, Cyclone, Hurricane, Poison, Poison Cloud, Nosight, Smokescreen, Quiet, Antimagica, Snooze, Dreamworld, Taunt, Bloodlust, Muddle, Mass Confusion, Allure, Temptation, Hold, Time Stop, Weaken, Enervation, Break, Break Wave, Shatter, Shatter Sphere, Mind Break, Psychic Wave, Slow, Gravity Field, Agi +5, P. Evade +10%, Attack Speed +10, Debuff Res +50%

Innate Skill: Increases the chances of getting the first turn slightly in battle. (Similar Relic: Party Planner)

Growth Rates:

Max HP Mid
Max MP Low
P. Atk Mid
P. Def Low
M. Atk Mid
M Def. Mid
6 comentarios
madmiscue 26 FEB a las 1:01 
While this guide isn't meant to cover sub classes, I'll tack on here that subbing a class doesn't mean you'll be able to gain access to everything they have. (i.e. Only Hunter sub can allow bow usage even though multiple other classes can use them at the start.) Throwing this out there for those who are thinking of using this to try to plan ahead sub class ideas with this info.
slartifer 16 FEB a las 11:15 
This was a really helpful guide when I first played! Just a note that there have been quite a changes made to some of the classes (woo active dev) since this guide was updated. Some of them are pretty big -- thieves now dual wield, some spell lists have changed, class-based ailment-on-hit effects have changed (as have their odds), secondary stats (aka "innate skills") have changed, a number of P Atk and M Atk stats have gone up or down significantly, etc.

(And FWIW, the MP regen you get from guarding really is just a % of Max MP, class doesn't affect it.)
Greentoilet 16 DIC 2024 a las 10:53 
Are you still updating this? Noticed rogues can use bows as well.
MrVariant 30 OCT 2024 a las 6:33 
Good work. Dunno if you're updating your guides but I did see some typos (this one just had vampire glyph with the duskar under similar relics and I saw the dungeon one with a few more). I realized that shaman's climb and crystal path are all part of the great swamp, which is pretty clever organization as you do check different wings in that dungeon guide.

Does give players a fighting chance if they are playing blind (like fft tips on the Final Fantasy fandom), with that dpser attack info for extra turns, or finding treasures (bestiary for drops to help hunter).
< blank >  [autor] 18 OCT 2024 a las 6:31 
That's not entirely true my research has shown while some classes get mp regan much easier the other classes require a larger mp pool for it to be possible to pop but in the end this was written as a beginner guide to help you select your party so it doesnt really apply here. Besides most classes that dont start with low level mp recovery its rare for their mp pools to get to large unless you do it on purpose so you wont ever seen it.
Professor Q 17 OCT 2024 a las 6:14 
Thanks for your hard work!

Note that recovering MP on defend seems to be based on Max MP rather than a class trait:

https://steamcommunity.com/app/2769210/discussions/0/4697909023283063151/