hide results

    Character FAQ by Hawk Eye

    Version: 1.0 | Updated: 04/21/06 | Printable Version | Search This Guide

    ===============================================================================
                                                                                   
                                                                                   
                                    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