===============================================================================
                                                                               
                                                                               
                                Sword of Mana      
                                Character FAQ                
                                -by Hawk Eye-            
                                                                               
                                                                               
===============================================================================

			      

_______________________________________________________________________________

                              TABLE OF CONTENTS
_______________________________________________________________________________



(00A)   I. Introduction
(00B)  II. Basics
(00C) III. Characters
(10C)     A. Character Basics
(20C)     B. Tips/Challenges
(00D)  IV. Titles
(10D)     A. Warrior
(20D)     B. Monk
(30D)     C. Magician
(40D)     D. Sage
(50D)     E. Thief
(60D)     F. Mix   
(00E)   V. Title Rankings
(00F)  VI. Accessories
(00G) VII. 8 Spirit Attacks
(00H)VIII. FAQs 
(00I)  IX. Contact Details and Credits
(00J)   X. Legal Disclaimer
                                 
(For easy access to sections, simply push Ctrl + F, then type in the section
code of that section, as shown above. For example, to go directly to Thief
Classes, push Ctrl + F, and enter "(50D)".)


                                                                               
_______________________________________________________________________________

                             I. INTRODUCTION
_______________________________________________________________________________

(00A)

Sword of Mana is a great action/RPG game on GBA, as I'm sure you are well aware
if you are looking through the FAQs of it. Whilst you only ever have at most 
two characters in your "party" at a time, your partner does tend to stick
around for lengthy amounts of time, so it's probably best that you learn
how to cope with them if you even want to bother using them. Admittedly, the AI
is rubbishy at times, and you'll sometimes barely notice their assistance, if
any at all. Regardless, this FAQ was written to help players understand the
helpers more.

In the world of Sword of Mana, your character can obtain a Title (a job/class); 
along with this Title comes varying bonuses and power ups. But, knowing what 
you will receive and how to get to certain titles may be difficult for some.
Given that the main character of your journey will go through this "upgrade"
at one time or another, it seemed reasonable to include the Title aspect of the
game so as to delve more greatly into the characters.  
 
                                                                               
This FAQ may only appear on GameFAQs.
                                                                               
_______________________________________________________________________________

                               II. BASICS
_______________________________________________________________________________

(00B)

In Sword of Mana, when your main character levels up, you are given the choice 
to raise 1 of 6 areas which has an affect upon your stats. The stats are 1 of 
7 types. These types are:

Health Points (HP): Your character's health. Very important as when this   
                    reaches 0, you are dead.
 Magic Points (MP): Your character's magic points. Important for spell     
                    casters as these are required to...well...cast spells.
       Power (Pow): Strength of physical attacks. Good for weapon users.
     Defense (Def): Defense against physical attacks. Good for those who 
plan on using close range weaponry/magic. 
Intelligence (Int): Character intelligence affects the power of spells.   
                    Higher the intelligence of your character, the higher     
                    the attack of their spells.
        Mind (Mnd): Character's mind level affects the defense of magic     
                    attacks.
     Agility (Agi): Affects Evade Rate of physical attacks and chance of      
                    critical hits.

As I said, each time you level up you can increase the above stats by choosing 
a specific area from a small selection. The areas and status affects are as 
follows:
 
             _____________________________ 
             |   |   I P | D | I | M | A |
             | H | M I O | E | N | N | G |
             | P | P I W | F | T | D | I |
|------------|---------------------------|
| Warrior    | 7 | 1 I 1 | 2 | - | - | 1 |
|------------|---|---I---|---|---|---|---|
| Monk       | 8 | - I 2 | 1 | - | - | 1 |
|------------|---|---I---|---|---|---|---| 
| Magician   | 3 | 5 I - | - | 2 | 1 | 1 |
|------------|---|---I---|---|---|---|---|
| Sage       | 2 | 6 I - | - | 1 | 2 | 1 |
|------------|---|---I---|---|---|---|---|
| Thief      | 5 | 3 I 1 | 1 | - | - | 2 |
|------------|---|---I---|---|---|---|---|  
| Random     | * | * I * | * | * | * | * |
|------------|---------------------------|
 


*: Varying value
-: No value


If you select Random for a Level Up, a set amount of points will be 
distributed amongst several catagories. Status points between HP and MP will 
always equate to 8 points, and 4 points are always distributed amongst the 
other 5 Stat Areas. As a result, no set amount can be defined, but if you do 
choose Random you will be no better or worse off than choosing another area;
you may even get the same points as another Area. However, choosing Random 
Level Ups initially will not result in obtaining a class. 

So, what has the above got to do with classes, you may be asking. Well, I'll 
tell you! By selecting certain types of Level Up areas, your character will 
obtain a Title. This initial Title will provide you with a small attribute 
power up. As you progress, you will obtain a second class change. This second 
class will bestow you with greater abilities that increase upon your initial 
class and more. Finally, with your third and last class change you will become 
even more powerful. 

The abilities that you gain from entering into a class range from specific 
weapon boosts to increased rate of accuracy; from powered up attack spells 
to increases of evade. All in all, there are numerous class bonuses and 
there will probably be more than one class that you want for your character. 
And on that note, it is important that before you start class changing that 
you are aware that once your character is entered into a specified Class 
Branch, it cannot change. There will be more on this later.

For those of you who want to get to your final Class as soon as possible, 
you will need to follow the requirements exactly for the class you want; 
also making sure you obtain the Level Ups in the correct order. If you do 
not follow the correct order, you may find yourself in a Class Branch you 
don't want to be in for the remainder of the game.


Here is what a Title Branch looks like:


               Red
              /
             /
         Blue
        /    \
       /      \
      /        Red
Yellow
      \        Red
       \      /
        \    /
         Blue
             \
              \
               Red


All Yellow Titles refer to the 1st Class Title.
Blue Titles refer to the 2nd Class Title.
Red Titles refer to the 3rd and final Class Title.
Once you become a Yellow Class, it is impossible to enter into a different 
Yellow Title. Similarly, once you earn a Blue Class Title, you may not become 
another Blue Title; even one within your current Class Branch. This also 
applies to Red Class Titles. Also, you must always progress from 
Yellow>Blue>Red in that order as it is impossible to obtain a Red Title 
before achieving its prior Class Titles. It is also impossible to switch 
from one Red Title to another.

On a side note; those familiar with the 3 game of the Mana Series, Seiken 
Densetsu 3, will recognize the Class Titles as the very same as those the 
main characters held in SD3. Some of the Class Titles have been altered 
though due to translations and gender basis, but you will find that 
throughout this FAQ I will be refering to the Warrior, Monk and Thief 
Classes as their male titles and the Magician, Sage and Mix Classes as 
female; this is purely out of habit, but I will only do this when I'm 
comparing classes and what-not. (eg Sorceror and Sorceress are the same 
class, but one is for the Hero and the other for the Heroine) Even though 
the Titles may vary for the same class, the status boosts will stay the 
same in all cases but one. As the Sword is Hero-only and the Rod is 
Heroine-only, the bonuses for Sword will be equal to that of the Rod.




_______________________________________________________________________________

                               III. CHARACTERS
_______________________________________________________________________________

(10C)

Hero:

You get the option of choosing the Hero as your main character at the start
of the game. The story for the Hero alters slightly in variation from the
Heroine's quest, having access to sections that the Heroine can't reach.
After his parents were murdered for hiding a heretic girl (the Heroine), the
Hero gets locked away and is forced to do battle weekly to be fed. Fun. He goes
off on a journey to find the Heroine and avenge his parents' death. If the
Hero is your main character, he may have a Title (see Title Section).

Crappy as a partner. Sword has poor magic range, especially when considering 
this is dealing with the AI of the game. Power Up with Salamander is quite
useful.

You'll find it easiest to actually USE the Hero yourself as your main so he 
can use all of the weapons and magic accordingly. 

Weapon: Sword
Elemental: Salamander
Obtained: Various times as Heroine



Heroine:

Born into the Mana Clan, she left her village when it was attacked. Those of
you familiar with Secret of Mana will see the ending coming a mile away. Her
past is interesting, to say the least. She is close to Bogard, who took her
to the Hero's house as a child. There's really not much to her at first, but
anything else that would induce interest would probably ruin the story
completely.

One of the better partners in the game, and that's not saying much. She has the
Rod equipped, so providing you set her to cast spells, she will actually hit
things automatically. She does also sometimes heal you. (Amazing, especially
in comparison to the remaining characters who will watch you die)

Not much else to her use then to boost up her Int with
the appropriate Accessories. Same degree of quality when being used as the
Hero when concerning main characters.

Weapon: Rod
Elemental: Wisp
Obtained: Various times as Hero



Willy:

Willy was imprisoned with the Hero and is also forced to do
battle regularly. He is responsible for breaking the Hero out on his Quest,
and you'll discover that Willy is indeed part of the same Mana Clan the
Heroine came from. Small world, eh? 

Average at best as a partner. The combination with Knuckle and Undine on 
enemies is nearly the same as the Heroine's Rod Magic, although it's easier
to pull off higher damage with the Knuckle. Too bad his Int is awful, and so
can't actually do the necessary damage with Undine. The Bubble Float assist
is completely useless. Avoid.

Weapon: Knuckle
Elemental: Undine
Obtained: Heroine at Ishe before going to Lorimar.
          (Also a brief, albeit useless, stint with the Hero at the start)



Amanda:

*Another* prisoner captured by the antagonists. She later saves the Hero after
he is found on the ground, having plummeted from a flying air ship. As you
do. She is Lester's sister, and supposedly does smother him at times, which
repels him (at least according to a single moment in the game that is 
completely out of place). Amanda is caring, although she may appear slightly 
treacherous at times. 

Round about the same as Willy, if not slightly better. Her Magic can be useful
as both an attack in conjunction with the Lance animation, and as an assist
spell through Speed Up. 


Weapon: Lance
Magic: Jinn
Obtained: Jadd Desert with Hero.



Lester:

*phew* Someone barely connected to the Hero at all. Lester is a minstrel and
has been turned into a bird. He claims to be smothered by Amanda, although we
see no such evidence to suggest so. For story's sake, let's just pretend that
she does. Thankfully, he is NOT a prisoner forced to fight battles every day!

Lester should have stuck to his day job; he is the pinnacle of awful as a
parnter. Let him die so you won't temporarily lapse into a dependance upon
this useless minstrel. What makes him truly awful is that his weapon/magic
do look redeemable on paper, yet he somehow completely ruins it. For a 
challenge, keep him alive. Not fun as such, but gives him *some* vague quality.
Or in more exact terms, no, no it doesn't.

Weapon: Bow
Elemental: Dryad
Obtained: Devius Manor with the Heroine
          Proceeding Devius Manor with the Hero



Bogard:

A nice old-ish man who guides you to your eventual goal as both the Hero and
the Heroine. He has a semi-sad tale behind him, although it's not him that
is exceptionally interesting, but rather the characters involved. He's pretty
well connected with all the main characters, and knows a lot more than he tells
most of the time.

Same principle as Hero being your partner, but this time has Gnome to cast
Defense Up instead of Attack Up. More useful with a caster type Heroine. You
don't exactly have him for a long time though, so you'll probably have to
wave good bye to the ever so slightly more useable Defense Up spell.

Weapon: Sword
Elemental: Gnome
Obtained: Airship as the Heroine.



Cibba:

A Sage who taught the Gemma Knights. No, he is NOT a Gemma Knight himself.
We know that Granz, Bogard and potentially someone called Gemma were Gemma
Knights, but he is NOT a Gemma Knight himself, despite any and all horrible
interpretations of a poorly translated section of text. He looks quite odd, 
but he is quite powerful.

Why, hello Heroine...oh wait, it's just Cibba. Feh. They're near identical in
physical and magical ability, the only difference is that Cibba looks like
the Hunchback of Notre Dame. Take this as a draw back, if you like.

Weapon: Rod
Elemental: Wisp
Obtained: Prior to Air Ship as the Hero.



Watts:

Um...he's a smith who later works at your Hot House, where he serves an
infinitely more appropriate use. Fans of the Seiken Densetsu series will
instantly recognise him as the delightful dwarf who stalks you across the
world so as to forge your weaponry.

Pretty bad. Nothing to get excited over, barring that he'll give you a pang
of nostalgia.

Weapon: Axe
Elemental: None
Obtained: Before entering Abandonned Mine with Hero.



Marshall:

A robot left behind in Dime Tower. For some reason, he always shouts. He
is similar in design to the robots littered about the Subsea Volcano,
suspiciously enough. 

Rather good, if not as a partner, but at least to offer you an extremely
different style of play to what you have experienced up until the point
you obtain him. His Laser can't be used at any other time with any other
character, so have fun with it.

Weapon: Erm. A Laser, or something.
Elemental: None
Obtained: Dime Tower



_______________________________________________________________________________

                             III.B) TIPS/CHALLENGES
_______________________________________________________________________________
(20C)

Hero:

The Sword is a garbage casting weapon. You won't be casting too much with him
until you at least have access to the Knuckles. Proceeding that, he can be
quite efficient, providing you level accordingly. All of his Armor and Weapons
require Crystal if you want to obtain the greatest equipped set, so you will
be strapped for finding the necessary Crystal amounts. For the "easiest" way,
try hunting down Earth Cyclopses in Gaia's Facade in the final room on Gnome
Day. The Vinek Aerolite dropped by the Earth Cyclops can be traded for Crystal,
and after some time, you will turn the enemies in the room into their powerful
Black counterparts. This provides you with the small chance of having them 
also drop Crystal for you. Still, it will take a LONG time if you plan on
tempering everything to the max. 

Some balance is nice, but super balanced is quite bad; you will find the
significant boost given by the Brownie Ring to more than suffice. Eventually
when you don't need it to help defeat Black enemies, you can switch to the
Belle Bell, purchased from Niccolo. This accessory will ensure you level up
as quickly as possible. In the mean time, you can equip the awesome Brownie
Ring onto your lousy partner to give them a decent boost to make THEM almost
half way decent. Just be careful; accessories disappear if left equipped on
a partner when they depart from your party for good. This isn't so much a
worry with the Brownie Ring as you won't have too far to go after, but if you
are worried, purchase a Draupnir from Niccolo's secret shop to give a boost
equivalent to a mediocre Brownie Ring to your partner. As the Hero, you will
have the advantage of having instant access to Heal Light at all times with
the Heroine in your party. If you turn her attack bar to cast no spells
what so ever, you can have complete control over her healing powers without
needing to spend money to restore her MP as much, or needing to waste Int and
Mnd points just to gain a slightly more effective healing effect on your own
physical based character.

Easiest class to have is the Ninja Master. Decent boosts that apply to any
weapon, as well as having access to boosts for the 4 cardinal elements (Gnome,
Undine, Salamander and Jinn). As a bonus to that, Ninja Master can defuse
3 traps from the Trap Roulette, making journeys all the safer when traversing
large sections of the game (eg Subsea Volcano; Mana Sanctuary). Hardest class
to use is often the Sage branch, particularly the Necromancer. This is because
the main stat increase will be Mnd, which affects Magic Defense.

You will find you spend a good portion of the game with the dreaded Lester; he
will make your life a living hell if you actually want to make use of him.
He is quite useless, and this is where a good portion of challenge can be
derived. Keep him alive for the entire duration of the Miasma Glen up until
he leaves you. The only time this becomes quite difficult is when up against
the Boison Vine. I recommend keeping near Lester at all times with the Wisp
magic set, and use the Heal every so often to ensure Lester doesn't get too
clobbered. If you bothered achieving it by now, put a Draupnir on Lester, as
his stats won't help him much; otherwise, purchase a Defense increasing 
accessory from Jadd. For safety, ensure you have a good amount of restorative
items to remove poisons and so forth. Throughout the actual Miasma Glen, the
only real trouble comes from the Wood Cyclops and the exploding pumpkin
enemies. One blast is likely to tear him away, so be wary of them. Too easy? 
The only use the Sickle. And be either without a title (Random job selected
with every level up, or level ups not used at all) or use Necromancer, or as
close as possible to it. Any other obvious additional features can be implaced,
like not forging/tempering and so forth. Sickle alone will probably cause you
enough trouble to do enough damage.


Heroine: 

For stereotypical character lovers, I'm sure you'll end up making the Hero
the weapon user and resort to making the Heroine the caster. This isn't such
a bad idea, considering her stats begin with slightly higher Int and Mnd, as
well as being initially equipped with the almighty Rod with homing magic
capabilities. Also, the Crystal variant of the Rod is truly a sight to behold;
the ELE counter is so high, you can do loads of damage with the special alone.
This makes killing those tedious enemies with complete weapon resistance all
the easier. 

The Heroine does appear to have it easy with her weapon and magic set up nicely
for her (although you will probably exchange the Rod for the Knuckles in the
end, opting for manual control and more hits than the homing spell), but if
you are one of those people who likes using the Heroine as a magic-user, then
you will be having trouble, particularly if you don't level up frequently.
Your dependance upon MP will slow you down, making the necessity of Gold
Goddess Statues, sitting (to recover MP) and items all the greater. In boss
battles in particular, you can have quite a bit of trouble dealing with them
without the physical power to back yourself up should your MP fall to 0. Worst
case scenario, you end up as Necromancer and have barely any Int or Pow to
permit damage. Defense (both physical and magical) is nothing if you can't
do anything to win fights. The magical path is steeper than the physical path,
so be wary when going into battle to ensure you are stocked up with the
necessary provisions.

The same difficulty with the Hero can be enforced through the Heroine. Just
try using a Sickle to do battle. 


_______________________________________________________________________________

                               IV. TITLES
_______________________________________________________________________________

(00D)

How to read this section of the FAQ:


Class Name        
=================
Class Type: Refers to the Class Type you are in: Yellow, Blue or Red. 
Prior Class: Class you were prior to the current Class.
Can Lead To: Possible future classes that you can obtain.
Requirements: What level requirements are needed to give you the current class.
Bonuses: Any bonuses the Class is given.
Comments: Any comments about making the class better etc.


         
**************************
A.     WARRIOR TYPE 
**************************
(10D)

               Paladin
              /
             /
        Knight
        /    \
       /      \
      /        Warlord
Fighter
      \        Weapon Master
       \      /
        \    /
       Gladiator
             \
              \
               Duelist


Fighter
=======
Class Type: Yellow
Prior Class: None
Can Lead To: Knight (Blue)
             Gladiator (Blue) 
Requirements: Warrior: Lvl 5
Bonuses: Sword/Rod Attack +5
Comments: None


Knight
======
Class Type: Blue
Prior Class: Fighter (Yellow)
Can Lead To: Warlord (Red)
             Paladin (Red)
Requirements: Warrior: Lvl 10 
              Sage:    Lvl 5
Bonuses: Sword/Rod Attack +10
         Heal Light +10
Comments: None


Paladin
=======
Class Type: Red
Prior Class: Knight (Blue)
Can Lead To: None
Requirements: Warrior:  Lvl 15 
              Magician: Lvl 10
              Sage:     Lvl 10
Bonuses: Sword/Rod Attack +20
         Light Magic Attack +10
         Heal Light +20
Comments: 
Quite a good class, in my opinion. The Heal Light Bonus isn't overkill like 
the Warlord's, and the Light Magic Attack Bonus is a good addition, especially 
if you are the Heroine as you can combine it with the Rod and rarely have to 
change weapons during battle. Add more of the required Lvl ups (Warrior, 
Magician and Sage) to improve upon this class.


Warlord/Warmaiden
=================
Class Type: Red
Prior Class: Knight (Blue)
Can Lead To: None
Requirements: Warrior: Lvl 20
              Sage:    Lvl 15
Bonuses: Sword/Rod Attack +20
         Heal Light +40
Comments: 
The Heal Light bonus is almost redundant due to the large defense power you 
have obtained through the Warrior Lvl ups. Not recommended unless you do get 
beat up by enemies quite a bit. Switch from Warrior to Monk Lvl ups when you 
reach this class as you will not be needing excess defense with the Heal Light 
Bonus. Any more Sage Lvls may be pointless; Magician Lvls are better as you 
still increase Mind but you get more powerful Magic Attack with the 
Intelligence.


Gladiator/Gladiatrix
====================
Class Type: Blue
Prior Class: Fighter (Yellow)
Can Lead To: Duelist (Red)
             Weapon Master (Red)
Requirements: Warrior: Lvl 10 
              Random:  Lvl 5
Bonuses: Sword/Rod Atack +15
Comments: None


Weapon Master
=============
Class Type: Red
Prior Class: Gladiator (Blue)
Can Lead To: None
Requirements: Warrior:  Lvl 20
              Magician: Lvl 5
              Random:   Lvl 10
Bonuses: Sword/Rod Attack +25
         Water; Wind; Earth; Fire Magic Attack +15
Comments: 
Possibly the best of the Warrior Titles. This class is especially good for an 
all rounder Heroine, combining good attack with the Rod with a significant 
boost to the 4 Cardinal Elements. This class is almost as good with the Hero, 
but you may need to switch to another weapon to make proper use of the Magic 
Attack Bonus. Boost your Magician Lvls up to the same range as Warrior and you
have a force to be reckoned with. 


Duelist
=======
Class Type: Red
Prior Class: Gladiator (Blue)
Can Lead To: None
Requirements: Warrior: Lvl 25 
              Random:  Lvl 10
Bonuses: Sword/Rod Attack +30
         Dark Magic Attack +10
Comments: 
Great Sword/Rod damage but gets let down by only have a +10 for Dark 
Magic Attack. This class is also good for the Heroine as it combines the 
Rod with a Magic Attack Bonus. Better than Warlord, but probably not as 
good as Paladin. Add a few Magician Lvls to power up your Magic as a 
whole along with Warrior or Monk lvls to increase attack.
 


**************************
B.     MONK TYPE 
**************************
(20D)

               God Hand
              /
             /
         Monk
        /    \
       /      \
      /        Warrior Monk
Grappler
      \        Death Hand
       \      /
        \    /
        Bashkar
             \
              \
               Dervish


Grappler
========
Class Type: Yellow
Prior Class: None
Can Lead To: Monk (Blue)
             Bashkar (Blue)
Requirements: Monk: Lvl 5
Bonuses: Knuckle Attack +5
Comments: None


Monk
====
Class Type: Blue
Prior Class: Grappler (Yellow)
Can Lead To: God Hand (Red)
             Warrior Monk (Red)
Requirements: Monk: Lvl 10
              Sage: Lvl 5
Bonuses: Knuckle Attack +10
         Heal Light +10
Comments: None


God Hand
========
Type: Red
Prior Class: Monk (Blue)
Can Lead To: None
Requirements: Monk:     Lvl 15
              Magician: Lvl 10 
              Sage:     Lvl 10
Bonuses: Knuckle Attack +20
         Light Magic Attack +10
         Heal Light +20
Comments: 
Great class; it's similar to Paladin only more effective for the Hero
as it combines the Knuckles with a magic bonus. The Heal Light bonus is 
slightly more effective here than with Paladin, as you will not have as much 
defense. As with Paladin, I recommend you build up the requirement levels to 
make the most of God Hand (Monk, Magician and Sage). 


Warrior Monk
============
Class Type: Red
Prior Class: Monk (Blue)
Can Lead To: None
Requirements: Monk: Lvl 20
              Sage: Lvl 15
Bonuses: Knuckle Attack +20
         Heal Light +40
Comments: 
The Warlord of the Monk Classes. Slightly better than Warlord as the Heal Light
 bonus might actually come in handy, and you will be extrememly powerful with 
the Monk lvls you used to get to this class. Try to build on that power to 
establish a great fighter.


Bashkar
=======
Class Type: Blue
Prior Class: Fighter (Yellow)
Can Lead To: Death Hand (Red)
             Dervish (Red)
Requirements: Monk:   Lvl 10
              Random: Lvl 5
Bonuses: Knuckle Attack +15
Comments: None


Death Hand
==========
Class Type: Red
Prior Class: Bashkar (Blue)
Can Lead To: None
Requirements: Monk:   Lvl 25
              Random: Lvl 10
Bonuses: Knuckle Attack +40
Comments: 
Pure Knuckle attack here. Not much else. The Random Lvl ups may cause
some strife if you don't get stat boosts in areas you want. Not the
greatest class for everyone; Knuckle fanatics only need apply. To improve upon 
Death Hand, just keep adding Monk Lvls, or totally switch your level up 
pattern and start raising Intelligence and Mind to establish some back up if 
you grow weary of the Knuckle.

 
Dervish
=======
Class Type: Red
Prior Class: Bashkar (Blue)
Can Lead To: None
Requirements: Monk:     Lvl 20
              Magician: Lvl 5
              Random:   Lvl 10
Bonuses: Knuckle Attack +30
         Moon Magic Attack +10
Comments: 
Sigh...why couldn't this class be more like Weapon Master? Anyway, 
the Knuckle bonus is quite impressive, and you get a Moon Magic Attack boost 
that can come in handy when combined with the Knuckle. 
To improve, add a few more Magician lvls and more Monk lvls and you 
should end up with a pretty well rounded, albeit powerful, character.



**************************
C.     MAGICIAN TYPE 
**************************
(30D)

               Grand Diviner
              /
             /
       Sorceror
        /    \
       /      \
      /        Arch Mage
Magician
      \        Rune Master
       \      /
        \    /
        Delphi
             \
              \
               Magus

Magician
========
Class Type: Yellow
Prior Class: None
Can Lead To: Sorceress (Blue)
             Delphi (Blue)
Requirements: Magician: Lvl 5
Bonuses: Water, Wind, Earth, Fire Magic Attack +5
Comments: None


Sorceror/Sorceress
==================
Class Type: Blue
Prior Class: Magician (Yellow)
Can Lead To: Grand Diviner (Red)
             Arch Mage (Red) 
Requirements: Magician: Lvl 10
              Sage:     Lvl 5
Bonuses: Water; Wind; Earth; Fire Magic Attack +10
         Light Magic Attack +5
Comments: None


Grand Diviner/Grand Divina
==========================
Class Type: Red
Prior Class: Sorceror (Blue)
Can Lead To: None
Requirements: Warrior:  Lvl 1
              Monk:     Lvl 1 
              Magician: Lvl 20
              Sage:     Lvl 10
              Thief:    Lvl 3
Bonuses: Water; Wind; Earth; Fire Magic Attack +15
         Light Magic Attack +10
         Water; Wind; Earth; Fire Magic Defense +15
         Undine 8 Spirit Attack*
Comments: 
Numerous Magic Attack bonuses along with Defense make this a good class choice.
The single levels of Warrior and Monk will not be enough to make you good at 
weapon based fighting, so make sure you build up on those if you plan on any 
non magic fighting.


Arch Mage
=========
Class Type: Red
Prior Class: Sorceror (Blue)
Can Lead To: None
Requirements: Magician: Lvl 20
              Sage:     Lvl 15
Bonuses: Water; Wind; Earth; Fire Magic Attack +10
         Light Magic Attack +10
         Water; Wind; Earth; Fire Magic Defense +20
         Jinn 8 Spirit Attack*
Comments: 
A boring (in my opinion) looking Spirit Attack adds to the disappointment of 
a transfer of Magic Attack to Magic Defense. The worst of all the Red 
Magician Titles; I'd take Grand Diviner of the two any day. To improve, try 
not using this class. Or if you REALLY want the Jinn Spirit Attack, I suggest 
building Monk and Magician levels to make you more powerful. If you wanted
Magic Defense, you'd best stick with the Sage level ups, but even then, you
won't often encounter many magic attacks that would necessitate such a need
for Magic Defense.  


Delphi
======
Class Type: Blue
Prior Class: Magician (Yellow)
Can Lead To: Rune Master (Red)
             Magus (Red)
Requirements: Magician: Lvl 10 
              Random:   Lvl 5
Bonusess: Water; Wind; Earth; Fire Magic Attack +10
          Dark Magic Attack +5
Comments: None


Rune Master/Rune Seer
=====================
Class Type: Red
Prior Class: Delphi (Blue)
Can Lead To: None
Requirements: Warrior:  Lvl 1
              Monk:     Lvl 1
              Magician: Lvl 20
              Thief:    Lvl 3
              Random:   Lvl 10
Bonuses: Water; Wind; Earth; Fire Magic Attack +20
         Dark Magic Attack +10
         Water; Wind; Earth; Fire Magic Defense +10
         Gnome 8 Spirit Attack*
Comments: 
Woo, some Elemental Defense being exchange for Elemental Attack. Raise either 
Warrior or Monk along with Magician to make your class truly powerful. The 
Gnome 8 Spirit Attack is one of the better attacks, and adds incentive to use
this class. Remember that the Petrify status will nullify any Exp gained, but
it doesn't really matter, as it is easy enough to level up to 90+ without
having to resort to using full screen attacks. In fact, it'd be faster to just
kill a screen of 4 enemies with weapons than it would be to use the 8 Spirit
Attacks, so if you are worried about the Exp loss, don't be.


Magus
=====
Class Type: Red
Prior Class: Delphi (Blue)
Requirements: Magician: Lvl 25
              Random:   Lvl 10
Bonuses: Water; Wind; Earth; Fire Magic Attack +30
         Dark Magic Attack +10
         Salamander 8 Spirit Attack*
Comments: 
Bwah hah; pure Attack and NO Magic Defense. My personal favorite class for the 
Heroine. Build up on whatever the Random lvl ups DON'T give you to round you 
off. Also has the Salamander 8 Spirit Attack, which, while not being as 
massive and great as some of the other animations, is the most useful 
Elemental to have it for, due to Salamander being the most effective Elemental.
Refer back to my comment on the Rune Master as to why the Salamander 8 Spirits
Attack isn't necessaril a bad thing from the Exp loss.


*The 8 Spirit Attacks you see mentioned in both the Magician and Sage Classes 
are not just bonuses to magic; they are a new spell with a new animation that 
attacks everything on screen.



**************************
D.     SAGE TYPE 
**************************
(40D)

               Bishop
              /
             /
        Priest
        /    \
       /      \
      /        Sage
Cleric
      \        Necromancer
       \      /
        \    /
       Enchanter
             \
              \
               Evil Shaman


Cleric
======
Class Type: Yellow
Prior Class: None
Can Lead To: Priest (Blue)
             Enchanter (Blue)
Requirements: Sage: Lvl 5
Bonuses: Heal Light +10
Comments: None


Priest/Priestess
================
Class Type: Blue
Prior Class: Cleric (Yellow)
Can Lead To: Bishop (Red)
             Sage (Red)
Requirements: Magician: Lvl 5 
              Sage:     Lvl 10
Bonuses: Water; Wind; Earth; Fire; Tree; Moon Magic Defense +5
         Heal Light +20
Comments: None


Bishop
======
Class Type: Red
Prior Class: Priest (Blue)
Can Lead To: None
Requirements: Magician: Lvl 10
              Sage:     Lvl 25
Bonuses: Water; Wind; Earth; Fire; Light; Tree; Moon Magic Defense +10
         Light Magic Attack +20
         Heal Light +20
         Wisp 8 Spirit Attack
Comments:
Good class; has a cool looking Spirit Attack and high Light Magic Attack as 
well as a useful Heal Light Bonus. You will be defended well by all but one 
Elemental Magic. To improve upon Bishop, I'd recommend either more Magician 
and Sage levels to improve upon what you already have, or switch level up 
designs and go all out attack with Monk and Warrior lvl ups.


Sage
====
Class Type: Red
Prior Class: Priest (Blue)
Can Lead To: None
Requirements: Magician: Lvl 10
              Sage:     Lvl 15 
              Thief:    Lvl 10
Bonuses: Water; Wind; Earth; Fire; Light; Tree; Moon Magic Defense +10
         Tree Magic Attack +20
         Heal Light +40
         Dryad 8 Spirit Attack
Comments:
Very good; has a higher Heal Light Bonus at no cost (when in comparison to 
Bishop). The major downfall here is the crummy looking Dryad 8 Spirit Attack. 
To improve, stop raising any Thief levels and build up on Warrior/Monk and 
Magician/Sage. The attack and defense given by the Thief Lvl Ups will not be 
substantial to protect you from all types of physical harm.


Enchanter/Enchanteress
======================
Class Type: Blue
Prior Class: Cleric (Yellow)
Can Lead To: Necromancer (Red)
             Dark Shaman (Red)
Requirements: Sage:   Lvl 10 
              Random: Lvl 5
Bonuses: Water; Wind; Earth; Fire; Tree; Moon Magic Defense +10
         Heal Light +10
Comments: None


Necromancer
===========
Class Type: Red
Prior Class: Enchanter (Blue)
Can Lead To: None
Requirements: Magician: Lvl 5 
              Sage:     Lvl 15  
              Thief:    Lvl 5  
              Random:   Lvl 10
Bonuses: Water; Wind; Earth; Fire; Tree; Moon; Dark Magic Defense +20
         Moon Magic Attack +15
         Heal Light +10
         Luna 8 Spirit Attack
Comments:
Has the highest overall bonus percentage in the game. Sadly, most of these 
percntages end up in awful areas, such as Moon Magic which is rather 
pointless. The Luna 8 Spirit Attack DOES admittedly look cool, possibly one 
of the best 3 (the other two being Shade and Wisp). To improve, stop raising 
Thief and concentrate on both Monk and Magician. That Moon Magic Attack Bonus 
ain't going to help anyone, except possibly the enemies by rendering them
faster and invulnerable.


Dark Shaman/Dark Shamaness
==========================
Class Type: Red
Prior Class: Enchanter (Blue)
Can Lead To: None
Requirements: Magician: Lvl 10 
              Sage:     Lvl 15 
              Random:   Lvl 10
Bonuses: Water; Wind; Earth; Fire; Tree; Moon; Dark Magic Defense +10
         Dark Magic Attack +25
         Heal Light +10
         Shade 8 Spirit Attack
Comments:
Great Class, especially if the Random lvl ups treat you nicely. After 
obtaining this class, I'd suggest you raise Magician and Sage higher to make 
your Magic more powerful, possibly a few Monk levels if you need more Attack 
Power, and just sit back and watch your Shade 8 Spirit Attack, which looks 
awesome in comparison to most of the Elemental Attacks.



**************************
E.     THIEF TYPE 
**************************
(50D)

               Wanderer
              /
             /
        Ranger
        /    \
       /      \
      /        Rogue
 Thief
      \        Ninja Master
       \      /
        \    /
         Ninja
             \
              \
               Night Blade


Thief
=====
Class Type: Yellow
Prior Class: None
Can Lead To: Ranger (Blue)
             Ninja (Blue)
Requirements: Thief: Lvl 5
Bonuses: Physical Accuracy +5
         Critical +5
Comments: None


Ranger
======
Class Type: Blue
Prior Class: Thief (Yellow)
Can Lead To: Wanderer (Red)
             Rogue (Red)
Requirements: Sage:  Lvl 5
              Thief: Lvl 10
Bonuses: Bow Attack +5
         Physical Accuracy +10
         Critical +10
Comments: None
     
    
Wanderer
========
Class Type: Red
Prior Class: Ranger (Blue)
Can Lead To: None
Requirements: Magician: Lvl 10
              Sage:     Lvl 10 
              Thief:    Lvl 15
Bonuses: Bow Attack +20
         Physical Accuracy +10
         Critical +15
         Tree; Moon Magic Attack +10
Comments:
Very good class. Combines Bow with Accuracy and Critical Bonuses, along with a 
Tree and Moon Magic Attack Bonus. Boost Thief and Magician along with Monk if
you feel the need to, as they will make you extremely powerful and evasive to 
most enemy onslaught. This is perfect for those who like to snipe enemies from 
a distance with the Bow. 


Rogue
=====
Class Type: Red
Prior Class: Ranger (Blue)
Can Lead To: None
Requirements: Sage:  Lvl 15 
              Thief: Lvl 20
Bonuses: Bow Attack +10
         Flail Attack +10
         Physical Accuracy +20
         Critical +15
Comments: 
Combining Physical Accuracy, Critical and Bow is a good combination any enemy 
will not want to be on the receiving end of. On a downside, those 15 levels of
Sage are pretty pointless when combined with the bonuses. Make up for it by 
building Thief/Monk levels and possibly Magician if you want to have 
reasonable Magic Attack to use with the Bow.  


Ninja
=====
Type: Blue
Prior Class: Thief (Yellow)
Can Lead To: Night Blade (Red)
             Ninja Master (Red)
Requirements: Thief:  Lvl 10
              Random: Lvl 5
Bonuses: Physical Accuracy +5
         Critical +10
         Physical Evade +10
Comments: None


Night Blade
===========
Type: Red
Requirements: Thief Lv 25 + Random Lv 10
Bonuses: Sickle Attack +20
         Physical Accuracy +10
         Critical +20
         Physical Evade +10
Comments:
Meh. Good Critical, Evade and Accuracy Bonus get let down with the Sickle. I 
don't particularly like Classes that give Weapon Bonuses as they are forcing 
you into a specific weapon, particularly when the weapon is quite shoddy. 
Anyway, you will be hard to hit with both the evade bonus and the 25 levels of 
Thief, plus anything the Random lvl ups deal for you. Improve with either more
Thief and Monk level ups to be more powerful and evasive, or go Magician and 
get some much needed Magic Attack.
         

Ninja Master
============
Class Type: Red
Prior Class: Ninja (Blue)
Can Lead To: None
Requirements: Magician: Lvl 5 
              Thief:    Lvl 20 
              Random:   Lvl 10
Bonuses: Physical Accuracy +10
         Critical +20
         Physical Evade +20
         Water; Wind; Earth; Fire Magic Attack +10
Comments:
This is great. If you decide to equip a Bow, you can combine the Physical 
Accuracy and Critical hit rate with the bow magic. Or, you could decide to 
use the Knuckle, and combine Critical and Physical Evade, dodge everything 
the enemy can throw at you, and follow up by casting powered up homing spells.
You will need to raise Monk and Magician to make the most of this Class.



**************************
F.     MIX TYPE 
**************************
(60D)

               Odin
              /
             /
         Aesir
        /    \
       /      \
      /        Star Lancer
Barbarian
      \        Dragon Master
       \      /
        \    /
      Rune Knight
             \
              \
               Fenrir Knight


Barbarian/Amazoness
===================
Class Type: Yellow
Prior Class: None
Can Lead To: Aesir (Blue)
             Rune Knight (Blue)
Requirements: Warrior: Lvl 2 
              Monk:    Lvl 2
              Thief:   Lvl 1
Bonuses: Lance Attack +5
Comments:
I don't usually put comments on non-Red Title Classes, 
but here I will make an exception. If you reach this class unintentionally, 
STOP NOW. QUIT AND RESTART UNLESS YOU WANT TO BE DISAPPOINTED!!! On the other 
hand, if you want a specific class (I can only assume for the Lance Bonus) 
and came to Barbarian intentionally, by all means proceed.


Aesir/Valkyrie
==============
Class Type: Blue
Prior Class: Barbarian (Yellow)
Can Lead To: Odin (Red)
             Star Lancer (Red)
Requirements: Warrior:  Lvl 4  
              Monk:     Lvl 4 
              Magician: Lvl 2 
              Sage:     Lvl 2
              Thief     Lvl 3
Bonuses: Lance Attack +10
         Water; Wind; Earth; Fire Magic Defense +5
Comments: None


Odin/Vanadis
============
Class Type: Red
Prior Class: Aesir (Blue)
Can Lead To: None
Requirements: Warrior:  Lvl 8 
              Monk:     Lv 8
              Magician: Lvl 7
              Sage:     Lvl 5
              Thief:    Lvl 7
Bonuses: Lance Attack +20
         Water; Wind; Earth; Fire Magic Defense +10
         Light Magic Attack +10
Comments: 
FAR too well rounded when it comes to stats...you will excel no where. To 
improve here, make a choice between Magician and Monk and go with it, 
alternating should you feel the need to. The bonuses are okay though, but not
enough to drive the class. 


Star Lancer
===========
Class Type: Red
Prior Class: Aesir (Blue)
Can Lead To: None
Requirements: Warrior:  Lvl 10
              Monk:     Lvl 8 
              Magician: Lvl 5 
              Sage:     Lvl 7
              Thief:    Lvl 5
Bonuses: Lance Attack +25
         Water; Wind; Earth; Fire Magic Defense +15
Comments:
Go with Odin. Any Magic Attack will be worth it. This class is not, I repeat,
NOT recommended. If you want the Lance Attack power, screw the Magic Defense 
and go with Fenrir Knight who has a more powerful Lance Bonus and a Dark Magic 
Attack. Improve by not choosing this class.


Rune Knight/Rune Maiden
=======================
Class Type: Blue
Prior Class: Barbarian
Can Lead To: Fenrir Knight (Red)
             Dragon Master (Red)
Requirements: Warrior: Lvl 4
              Monk:    Lvl 4
              Thief:   Lvl 2 
              Random:  Lvl 5
Bonuses: Lance Attack +15
Comments: None


Fenrir Knight
=============
Class Type: Red
Prior Class: Rune Knight (Blue)
Can Lead To: None
Requirements: Warrior: Lvl 10 
              Monk:    Lvl 10
              Thief:   Lvl 5 
              Random:  Lvl 10
Bonuses: Lance Attack +30
         Dark Magic Attack +10
Comments:
Only those who love the Lance and have a liking for Dark Magic should apply. 
This Class doesn't offer much but it is good if you fit the above description. 
To improve, you will need to choose where you should be bettering your stats. 
It is hard for me to decide for you how to improve an all rounder. Perhaps
the option of just plugging the remaining levels into Monk and Magician would
be best, given the prime focus on raising both physical and magical attack,
with the sub category focus upon defense.


Dragon Master
=============
Class Type: Red
Prior Class: Rune Knight (Blue)
Can Lead To: None
Requirements: Warrior:  Lvl 8
              Monk:     Lvl 8 
              Magician: Lvl 5 
              Thief:    Lvl 4
              Random:   Lvl 10
Bonuses: Lance Attack +25
         Water; Wind; Earth; Fire Attack +15
Comments:
Ah, the only half decent Mix Title. If you like using Lance Magic attacks, 
this is the Class for you, as you won't need to switch weapons when casting 
magic. If you got here unaware of the class system, count yourself lucky you 
didn't end up in one of the other Mix Titles. To improve, you decide. Like 
all Mix Titles this is horribly over balanced. Rather like the Jack of all
trades, but the King of none.



_______________________________________________________________________________

                            V. TITLE RANKINGS
_______________________________________________________________________________

(00E)

So, which are the best classes to choose for you? Obviously, there is no 
"best" class as such, but some Classes may be more suited to some than others. 
As everyone plays slightly differently, it is hard to come up with a single 
best class. But, I chose to Rank each Class "my way", as you will see through 
this section. The classes in this list will be ranked in both opinion and in 
terms of statistics.

Remember, just because a class is statisically better or liked more than the 
other classes doesn't mean they will be good for you; but they generally will 
be. Anyway, I've taken the liberty of both collaborating stat bonuses in order
to show statistically how Classes rate.

(The Statistically Rating System works by adding the Bonuses together. For 
Magic bonuses I multiply the bonus by the amount of Elements that receive 
the Bonus)



**************************
A.     WARRIOR TYPE 
**************************

Statistically:

1. Weapon Master (Bonuses amounting to 85%)
2. Warlord (Bonuses amounting to 60%)
3. Paladin (Bonuses amounting to 50%)
4. Duelist (Bonuses amounting to 40%)


I personally find the Weapon Master Title to be the best Class of the Warrior 
Titles. Weapon Master has the 2nd most powerful Sword/Rod Bonus and it gets 
great Attack boosts in the four Cardinal Elements that rival those of the 
Arch Mage (of the Magician Types). For the Heroine this is a slightly more 
effective Class as the Rod is more profficient with Magic Attack Spells than 
the Sword. However, as either character you can always just switch weapons to 
make the most of the Magic Boost.



**************************
B.     MONK TYPE 
************************** 

Statistically:

1. Warrior Monk (Bonuses amounting to 60%)
2. God Hand (Bonuses amounting to 50%)
Equal 3. Death Hand (Bonuses amounting to 40%)
Equal 3. Dervish (Bonuses amounting to 40%) 


I would have to say God Hand is the best Title. It gets a Heal Light bonus 
(not as significantly large as the Warrior Monk, but still large enough to be 
useful) and contributes a Light Magic Bonus which when combined with the 
Knuckles will be quite a good combo. However, if you want a more powerful 
Knuckles, I'd go with Dervish over Death Hand to be more well rounded. 
Just having a Knuckle Bonus is kind of boring, even if it is 40%.



**************************
C.     MAGICIAN TYPE 
************************** 

Statistically:

All Magician Titles are equal at 130%.
Therefore, in order to rank Magician effectively, I've ranked the usefullness 
of the four Cardinal Elemental Spirit 8 Entire Attacks. I do not take into 
account Elemental weaknesses, only strengths.

1. Magus: Salamander has the most effectiveness against enemies as a whole 
          in the game.
2. Rune Master: Gnome is the second most effective out of the Elementals.
3. Arch Mage: Jinn is the third most effective of the Cardinal Elementals.
4. Grand Divina: Undine is one of the more useless Elementals when it comes to
                 a total of effectiveness. Undine is still effective, just not
                 to the same extent Salamander and Gnome are.


My favorite Magician Title is Magus; purely because I don't really see a need 
for Magic Defense. Also, the bonus of having the Salamander Spirit 8 Entire 
Attack is probably one of the better Magician special attacks. Good for 
either the Hero or the Heroine as both can combine it with a Knuckle or Rod. 


 
**************************
D.     SAGE TYPE 
**************************  

Statistically:

1. Necromancer (Bonuses totalling 165%)
2. Sage (Bonuses totalling 130%)
3. Bishop (Bonuses totalling 110%)
4. Dark Shaman (Bonuses totalling 105%)


The best Sage class is none other than Sage, in my opinion. It has a useful 
Heal Light bonus that is significantly higher than the three other Sage Red 
Titles and a Tree Magic Bonus. However, the Dryad 8 Spirit Attack Bonus has 
a pretty poor animation, and I'd be tempted to lean towards any of the three 
other classes who all have superb 8 Spirit Attack animations. (Yes, I do 
base my choices on pretty, flashy lights.) Despite Necromancer's high stats,
it truly is a revolting class, what with the focus on the enemy-strengthening
Luna magic.



**************************
E.     THIEF TYPE 
************************** 

Statistically:

1. Ninja Master (Bonuses totalling 90%)
2. Wanderer (Bonuses totalling 65%)
3. Night Blade (Bonuses totalling 60%)
4. Rogue (Bonuses totalling 55%)


Woo for Magic Attack; Ninja Master is easily my favorite and one of the 
better titles in the game. With its high evade rate, you rarely get hit, 
and with its high critical hit bonus, enemies will be dead five times 
before they hit the floor. You will find that all Ninja classes will survive
longer than most other classes due to the extra ability of having fewer traps
on the Treasure Roulette. 



**************************
F.     MIX TYPE 
************************** 

Statistically:

Equal 1. Star Lancer (Bonuses totalling 85%)
Equal 1. Dragon Master (Bonuses totalling 85%)
2. Odin (Bonuses totalling 70%)
3. Fenrir Knight (Bonuses totalling 40%)

Hawk Eye:

Eurgh...the dreaded Mix Titles...hmmm...I'd have to choose Dragon Master as 
the best simply because I prefer Magic Attack to most other bonuses. If I 
liked the Lance a bit more this class could have been alright, but if I had 
a choice, I would go any other class before entering into a Mix Title. Odin 
could be a good choice with both Magic Defense and Light Magic Attack, but 
I wouldn't hold my breath over it.



**************************
G.     OVERALL 
************************** 

Statistically:

1. Necromancer (Bonuses totalling 165%):         Sage
2. Magus* (Bonuses totalling 130%)     :         Magician
3. Ninja Master (Bonuses totalling 90%):         Thief
Equal 4. Weapon Master (Bonuses totalling 85%):  Warrior
Equal 4. Dragon Master* (Bonuses totalling 85%): Mix
5. Warrior Monk (Bonuses totalling 60%):         Monk

*Has more than one entry; I just entered the one I prefered.

According to this, Necromancer is the best Class in the game. Sadly, Moon 
Magic is pretty redundant through the most part of the game. However, the 
Luna 8 Spirit Attack is one of the best looking Spirit Attacks...It's no 
surprise that the Magician and Sage Titles are leaps and bounds higher than 
the rest, but they are arugably the best classes in the game due to their 8 
Spirit Attacks.

My personal, final opinion is this:

Go any of the Magician and Sage Classes to get one of the 8 Spirit Attacks. 
Then, at level 36 when you have it, if you want to be a weapon based 
fighter, raise Monk/Warrior/Thief until you can't go any further. 
You will have enormous attack and defense, along with a special Magic Attack 
that you wouldn't have received under a non-Magician/Sage title. 

For a perfectionist player, the best class to pick would be Dark Shaman. Why,
you may be asking. Well, if you have access to the 7 Wisdom Cards via trading
Amigos with friends, you will notice that you can only obtain Cards relating
to (obviously) 7 Elements. The one missing from the list is none other than
Shade. Choosing Dark Shaman results in you having access to a full screen,
flashy and bright magic attack for each Element. Providing of course, you are
one of the few who has bothered to accumulate the necessary 100 Amigos to get
all 7 Wisdom Cards.



_______________________________________________________________________________

                                VI. ACCESSORIES
_______________________________________________________________________________

(00F)

An Accesory is a special item that can only be obtained once throughout the 
course of the game and is HEAVILY dependant upon your level up types. 
Because of this dependance, you will have to be a certain class to get the 
Accesory 5/6 times.

The Accesories are as follows:

General Crest (Def +50): Go 40 levels of Warrior
Dragon Ring (Pow +50):   Go 40 levels of Monk
Rune Earrings (Int +50): Go 40 levels of Magician
Code Bead (Mnd +50):     Go 40 levels of Sage
Wishbone (Agi +50):      Go 40 levels of Thief
Crystal Ring (ALL +20):  Go 40 levels of Random

These Accessories can only be obtained on the initial 40 levels; this means 
if in your first level up you choose Random, you will not be able to get any 
other Accessory besides the Crystal Ring. Also, the Crystal Ring is the only 
Accessory that won't change your Class. (This is because it takes 5 levels of 
Warrior/Monk/Magician/Sage/Thief to become that type; rendering it impossible 
to legitimately be a Weapon Master and have the Dragon Ring.) 

There are numerable reasons not to go for the Accessory.

1. The Brownie Earring adds +55 to all stats. 
2. You will spend the majority of the game Class-less.
3. You will spend a further part of the game after obtaining the Accessory 
   levelling up to meet the requirements of your next class, which will most 
   likely only be a Blue Title.
4. The game isn't THAT hard and if you have difficulty finding the elusive 
   Brownie Earring, Shdwrlm3 was kind enough to help those with a pic to 
   show you exactly where it was.
5. ...They smell funny.

I wouldn't recommend going for an Accessory unless you...hmmm...unless you...
nope, there is really no reason for you to get any of the Bonus Accessories.


_______________________________________________________________________________

                             VII. 8 SPIRIT ATTACKS
_______________________________________________________________________________

(00G)

Each of the Red Titles of both the Magician and Sage Types has something 
called an 8 Spirit Attack for a specific Elemental.

Here is the quick list of which Elemental Attack each Class receives:


Cardinal Element Attacks

Grand Diviner: Undine (Water)
Arch Mage:     Jinn (Wind)
Rune Master:   Gnome (Earth)
Magus:         Salamander (Fire)

Arcane Element Attacks

Bishop:      Wisp (Light)
Sage:        Dryad (Tree)
Necromancer: Luna (Moon)
Dark Shaman: Shade (Dark)



Well, if you are one of those classes you are eligible to obtain that special 
attack. Here is how to obtian the final, 8th Spirit for an Elemental. 
(for detailed instructions on how to collect the rest of the Elemental 
Spirits, look through Shdwrlm3's FAQ)

First, you will have needed to complete Quest 24 and have collected the 
first 7 Elemental Spirits of the same type. (see Shdwrlm3's FAQ)

Next, go to the Wendel Cathedral on the Day of the Elemental you wish to get 
the 8 Spirit Attack for at night time and pray at the altar. This is 
relatively simple, except for Bishop and Dark Shaman. For these Classes, 
simply go to the Cathedral to pray on the Mana Holy Day. (This is because 
there is no Wisp or Shade Day)

To see and use your 8 Spirit Attack, just hold down the R button for a 
while until the 8 Spirits appear around you. Simply release the R 
button to perform the attack.

For videos/pictures of the 8 Spirit Attacks, go here:

http://www.geocities.com/shinyaku_seiken_densetsu/all_mag.html 
(Thanks go to Myst Erik Ery for the link)



_______________________________________________________________________________

                                   VIII. FAQs
_______________________________________________________________________________

(00H)

Here are some frequently asked questions that may have been answered 
throughout the course of this Guide, but I'm answering again for the hell of 
it.


Q. Can I go from (insert Red Title) to (insert another Red Title)?
A. No. You must always go from a Yellow Title to a Blue Title and finally a 
   Red Title at which point you cannot progress any further.


Q. Doesn't the Brownie Earring make earning Accesories pointless?
A. Why yes. Yes, it does. You can always toss the class Accessories onto an
   NPC partner (ideally Hero or Heroine before entering Dime Tower, otherwise
   you lose it forever if you forget to remove it before the NPC leaves).
   However, I find the Draupnir to be better anyway, as it serves as a lesser
   Brownie Ring. Crystal Ring increases slightly more than Draupnir, but it
   won't make too much difference when you realise the NPCs are rubbish.


Q. I accidently got the wrong title, can I change?
A. Nope. You are stuck with it for all eternity. Unless you don't save or 
   restart the game from the beginning...


Q. I'm stuck in the desert...
A. That's not Class related. Try ShdwRlm3's FAQ/Walkthrough.


Q. But he won't...
A. No. I don't care if his directions were wrong. Next.


Q. Which Class is the best?
A. See Class Rankings for each individual Class...ranking.


Q. Can I get an Accessory after I've gotten a Red Title?
A. Nope. You need to go 40 levels of the same type from level 1; meaning 
   you must have gotten the Accessory prior to you obtaining a Red Title.


Q. Can I get more than one Elemental 8 Spirit Attack?
A. No. And only 8 Classes can get them, so if you want one, I suggest 
   choosing one of those classes.


Q. What is the earliest level I can get my Red Class Title?
A. It takes 35 level ups minimum to get a Red Title.


Q. Can I choose when to Class Change if I've met the requirements of a Class?
A. No. You change Class the second you reach the requirements of that Class. 


Q. Can I change the Class of the CPU Characters?
A. No. You may only change the Class of the main character. (Either Hero or 
   Heroine depending on who you are playing as.)




_______________________________________________________________________________

                         IX. CONTACT DETAILS AND CREDITS
_______________________________________________________________________________

(00I)

If there is something you wish to ask about anything mentioned above or not 
mentioned that you want to know about, or you want to give some feed back 
(positive feed back makes me happy); feel free to send me an e-mail at:

holbodav@hotmail.com


I also use MSN, so feel free to drop me a line if you have a query or praise. 

If you don't want to send an e-mail, just post your question on the message 
board and ask for me (Hawk Eye). I'll generally try to help as fast as 
possible.



I couldn't have completed this Guide without the help from the following 
people:

CJayC:
For (obviously) posting the guide.

Square-Enix:
Thanks for actually publishing Sword of Mana. Without you I would have one 
less game on my GBA.

Brownie Brown:
For realising that the Mana series deserved a good dust off.

ShdwRlm3:
Your FAQ renders so many follow ups useless. Of course, that didn't stop me
from putting forward my class opinions, but you really do dig up everything
under the sun to help people, whether they notice it or not. If I have to say
"refer to ShdwRlm's FAQ" one more time, I'm going to go nuts.

Myst Erik Ery:
For the Elemental 8 Spirit Attack videos; easier to decide which looks better 
when you have all of them side by side! 

GameFAQs Users:
So many obvious questions that have obvious answers; a FAQ Makers heaven. 
Without you, there would be no need to bother making this FAQ.

Myself:
For being so damn good. And modest. 



_______________________________________________________________________________

                           X. LEGAL DISCLAIMER
_______________________________________________________________________________

(00J)

Copyright 2004 Hawk Eye



This Guide may ONLY be found at GameFAQs: www.gamefaqs.com