The Last Remnant (PC) character class guide Author: Misfiring Chong Email: email@example.com 1. Introduction This is simply another product spawned from the boringness of work life, so don't expect a 100% accuracy on any stuffs here. Still, if you're looking for actual, factual guide on how to play the game, this is not the place. This is not a walkthrough on how to complete the game or how to unlock stuffs or how to beat that seemingly unbeatable boss. This is a guide on how to get the best class possible for each unique leader that you can hire. If you have no idea what a unique leader is, you're most probably a new player and thus you should focus on beating the game rather than class grinding (some characters require some grind to get the best class for him/her). This guide is primarily aimed for players who had beaten the game and wants to maximise his characters' potentials on their second run. Also, the "best class" for a character doesn't mean its the highest possible rank or hardest to get, and to a certain degree its also depends on the player's view. So if you think that the suggested "best class" is not worth the effort or not really the best in your opinion, feel free to do as you see fit. Ah yes the legal stuffs. It's been repeated in every single guide here that distributing guides that are posted here without the author's permission is illegal, especially if money and modification is involved. This guide is no exception. You can print it and give it to your friends, just don't claim that it's your work and start collecting money from them. I will not be covering Rush for this guide since Rush is a free style character that has access to all skills (and thus most classes), and it's the player's freedom to make him into whichever class they wish, although some classes are only possible in the second playthrough. I'll also skip Jorgen and Jager character because their class is unique and fixed. The characters are NOT sorted in alphabetical order, but in the order of availability. If you want facts on the characters, visit the wikia. I'll also assume you have played the game at least once already so I can get straight to the point. 2. Character guide ---Baulson--- Starting skills: Two-handed spear Herbs Learned skills: Remedies (BR 18) -Recommended for the Refresh skill, but not essential. Potions (BR 30) -Useless for Baulson as he should be a frontline damage disher instead of a supporter. Traits: - Very tanky regardless of class, has a lot of HP and generally takes less damage than others. - A lot of physical damage from his spear. Final weapon has insane stats but no weapon art. - Very low INT so can't heal much with Remedies, but Refresh is useful. Primary Role: Damager, Tanker Secondary Role: Reviver, Healer, Debuffer (Refresh) Baulson is the first unique leader you can have. He hits very hard and has Herbs and Remedies, which ensures him a place until the end of the game. The obvious best class for him is the Guardian class, which will make him extremely tough (he's already fairly tough). Unfortunately, Guardian is a very tricky class to get in the PC version of the game because another herb related class, Scout, is a lot easier to get and it's at the same rank. Thus, if you do not pay attention to him, he'll most likely change into Scout in the end and any chance of becoming a Guardian is lost. Don't get me wrong, Scout is an excellent class, but Baulson is one of the best candidates in the game for Guardian. A good way of ensuring his path to Guardian class is to play as normal until he learns Vivification Herb, then disable his Restorative Herb skill (thus limiting his usage of Herbs but still can revive unions) and make him the union leader to use his Combat Arts whenever possible. You know you're in the right track when he changes to Lancer class, making the change to Guardian easier. After he learns Fleche and Dragon Crush then you can enable his herb skills and he should change into Guardian just before he learns Restorative Tincture. Obviously by disabling his herb skills you're looking at a harder gameplay because early in the game there isn't a lot of healers available. Thus, you need to stick a dedicated healer in Baulson's group. It's worth training him though because his final weapon is one of the strongest in the game, and coupled with his toughness and Guardian's immunity to critical srtikes you'll be looking at one of the most powerful squadmate in the game. ---Blocter--- Starting skills: One-handed/Power Grip axe Herbs Learned skills: Hexes (BR 33) -Useless for Blocter as his INT is woeful. Traps (BR 44) -Useless for Baulson since he isn't an item user. Traits: - Has very high HP, making him a natural tanker. - Wonder Bangle clears all status elements in one turn. - Has large sized axe, which is lacking in damage compared to huge sized weapons that Yama race typically uses. Primary Role: Tanker, Healer, Reviver Secondary Role: Passive Debuffer (Wonder Bangle) Blocter is very similar to Baulson, except that he didn't have Remedies and generally does less damage than Baulson. If you want to make him a Guardian, just use the same method as Baulson to get him to become a Guardian. However, since Blocter is usually one of the highest HP squadmates in the game, making him a Scout isn't too bad either as it's a lot easier. I always making him a Scout because his final weapon is pretty weak compare to many other characters, thus he's a poor choice as an all-out damager. A Scout class allows him to play support role in a pure combat union, and even more so after he aqquired the Wonder Bangle. Trivia: I personally always set his wield style to one-handed because it's just feels more natural and the one-handed axe skill, Reverse Delta, is just cool to watch, and because no other unique leader has one-handed axes, it feels more exclusive. ---David--- Starting skills: One-handed sword (with shield) Invocations Herbs Learned skills: Remedies (BR 34) -Essential as David has the INT to heal properly with this. Shards (BR 50) -Useless for David unless you want him to become Alchemist. Traits: - Natural leader thanks to Gae Bolg not requiring morale to activate making it easy to trigger. - Average physical damage, but high INT means good invocation damage and remedies healing. Primary Role: Mystic Damager, Healer, Reviver Secondary Role: Debuffer (Refresh), Leader (Gae Bolg, Ex Machina) David starts out as Mysticknight, which is a good class for him and is easy to maintain. However, if you're interested in getting him the highest rank class possible, he is a good candidate for Assassin. Mysticknight is more suitable for him though since he has high INT thus he's able to use invocations properly, so it's up to you to decide whether it's worth the effort. If you want to make him an Assassin, you should disable his Invocation and focus on his Herbs and combat skills. Remedies is ok though as he only learns it mid-game so it shouldn't affect the class changes. It is possible for David to become Alchemist if you unlock his Shard skill, which is by far the best item class in the game. However, I personally recommend against this since Mysticknight suits him much better. Don't get me wrong, Alchemist is extremely powerful and David probably could bring out it's benefits, but there are much better candidates for that thus David should focus on his best skills. ---Emma--- Starting skills: Dual-wield sword Remedies Learned skills: Invocations (BR 19) -Useless for Emma Potions (BR 32) -Useless for Emma Traits: - No point discussing her trait since you won't get to use her for very long. Primary Role: Healer Secondary Role: Damager I won't go into details in case of spoilers but I highly recommend that you don't spend anytime on Emma's training, but instead use her to fill the holes in your party, especially when training Baulson and Blocter to become Guardian since she has Remedies which is highly useful. In normal cases, she would become Cavalier if you use her actively. ---Pagus--- Starting skills: Two-handed staff Invocations Remedies Learned skills: Herbs (BR 26) -Essential for the Vivification Herb, which keeps you from the Game Over screen. Wards (BR 53) -Essential for Pagus to become Commander. Very useful in blocking damage from deadly attacks. Traits: - Very high INT, which means insane power from Invocation, and often overheal with Remedies. In late game, a single Spark hit from him can do 20-30k damage. - Surprisingly durable for a pure mystic character when compared to Khrynia or Irina. - Can wield the Ama-Gi, a powerful remnant weapon. - Megalore requires high morale to execute thus isn't as accessible as Gae Bolg. Primary Role: Mystic Damager, Healer, Debuffer Secondary Role: Reviver (Herb), Morale Booster (Wards) Pagus is a born mystic user, and he should be trained as such. His early class changes will depend on how you want to use him. If you frequently use his remedies to heal unions, he'll become Healer, and if you frequently cast invocations, he'll become Marauder. Both are powerful, single-purpose classes and Pagus proves to be useful in either class. If you use both his skills evenly, he might even get to become Bishop, but levelling that can prove tricky because remedies has to be slightly higher level than invocation at all times. After mid-game though, he'll unlock wards, and from here you should keep training that until he turns into Commander, which is a powerful class that enhances all mystic arts. Of course, a Thaumaturge does more damage (it's the most damaging mystic class in the game) and in theory Pagus has the skills to become one, but having remedies and wards as the secondary skills make this a near impossible task. There are better candidates for Thaumaturge and Sage if you're interested in them so you should let Pagus become a Commander. Torgal ------ Starting skills: Quad-Wield/Dual Power Grip Sword (change to Axe if combat focus) Evocations Learned skills: Potions (BR 24) -Useless for Torgal. Psionic (BR 45) -Highly recommended as its much more useful than Evocations. Traits: - Very high HP, but the lack of any healing skill means a decent tanker at best. - Does more physical damage with axes, but since there's the infamous weapon upgrade bug on him having swords is easier as well as making his Psionics stronger. - Lugh's Revenge is very powerful and only uses 50AP, which allows repeated use. Primary Role: Damager, Morale Booster (Psionic), Leader (Lugh's Revenge) Secondary Role: Mystic Damager Torgal, in normal cases, doesn't really require training. As long as you use his skills normally, he'll eventually become a Cleric or Deathknight depending on which wield style he uses most. Both are powerful classes, with Deathknight being slightly better because it increases Weapon Art damage (Cerulean Rain/Hawkarang for Torgal's case), but since Weapon Arts are rarely used and they already pack nuclear amount of damage, the benefit is negligible. Quad Wield is needed to unlock Torgal's weapon art though, thus a Cleric is a much better choice. Still, Deathknight is a higher rank class than Cleric thus you could still make him a Deathknight at any time. Loki ---- Starting skills: One-handed/Power Grip mace Invocations Learned skills: Hexes (BR 24) -Depends, but mostly not essential. Herbs (BR 33) -Essential for the Vivification Herb, which is all-important. Traits: - His skills and stats make him a poor choice for end game character, but he's reasonably tough and decent for mid-game. Primary Role: *depending on how you train him* Secondary Role: Reviver (Herbs) Loki is a decent character, mostly used to fill the party's needs. If you lack physical fighters, then Loki could become one. If you need mystic casters, then Loki's invocation (and later hexes) will be useful. If you need a bit of both, then he's a good candidate for Mysticknight (train his one-handed style to fully utilise the class's benefits). However, you should watch out not to accidentally make him a Druid, which is aqquired by training weapon skills and hexes. In many cases, hexes skills are not necessary for Loki unless he's a pure mystic caster. You should disable those skills that are not necessary to his role, and its best not to change his role halfway through the game. If you're interested in the highest possible rank class for Loki, then he's a good candidate for Guardian. Since he unlocks Herbs mid-game, it's an easy procedure by simply train his weapon skills until he becomes Bludgeoner, then train his herbs when it unlocks. There's little danger of him turning into a Scout unless his weapon skills isn't high enough. Caedmon ------- Starting skills: Dual Two-handed spear Evocations Herbs Potions Learned skills: Remedies (BR 27) -Highly recommended for better healing. Traps (BR 36) -Useless for Caedmon. Traits: - A lot of HP and has both Herbs and Remedies making him an excellent tanker. - A lot of damage from his dual-spear. Primary Role: Damager, Tanker, Reviver Secondary Role: Healer, Debuffer (Refresh) Caedmon starts out with decent evocation skills and very little weapon skills, but his STR far exceeds his INT. Thus, it is highly recommended to shut off his evocation skills (and potions too as it's useless) and train his weapon skills. This will also prevent him from becoming a Marksman early on because he simply isn't the mystic type. If all goes well, he should change into Mysticknight and thus setting the path to become Ataraxian, the best and final class for Caedmon. If he turns into Marksman (which can happen if you didn't train his combat skill hard enough), then you'll need to put him in leader position in a pure combat union to force him into Mysticknight, otherwise he'll get stucked as Marksman for a very long time. It might help to turn off his remedies as well as it contributes to the overall mystic level thus preventing him from changing to a hybrid class, which is what he needs in the end to become Ataraxian. You should take the trouble to make sure he gets his final class as soon as possible, because in lategame he will have a lot of HP and packs a lot of physical damage, and his final weapon is expecially cool (not to mention it's deadly weapon art). Gabriel ------- Starting skills: One-handed sword (with shield) Herbs Potions Learned skills: Invocations (BR 25) -Useless for Gabriel since his INT is terrible. Lotions (BR 36) -Recommended for emergencies. Traits: - Good with Herbs making him an excellent supporter. - Assassin can initiate rear-assault, boosting morale and deal more damage. Primary Role: Healer, Reviver Secondary Role: Damager Gabriel is the perfect candidate for Assassin. He has the one-handed sword requirement and he starts with decent herbs skills. As long as you use him naturally, he naturally becomes an Assassin in late game. In the mean time, he most probably turn into Scout which is ideal in mid-game, and a bit of weapon training is enough to turn him into Assassin. Trivia: He has a bit of power grip skills, but since he carries a shield, it is not usable, since in PC those that carry a shield can no longer switch to power grip in combat. Violet ------ Starting skills: Two-handed staff Remedies Learned skills: Hexes (BR 26) -Either essential or useless depending on which class you want her to get. Explosive (BR 42) -Useless for Violet. Traits: - Druid class boosting both her weapon and hex damage, making her decent even in end game. Cavalier class is decent too but not as much as Emmy. Primary Role: Damager, Mystic Damager (Hexes) Secondary Role: Healer, Debuffer If you use her naturally, then she'll eventually turn into Cavalier, which is a good class as it offers evasions. However, she is the only perfect candidate among all unique leaders for Druid, which only benefits two-handed hexes users. Unfortunately, she only unlocks hexes later in the game, thus getting her to become Druid requires specific approaches. You'll have to disable her remedies and focus solely on her weapon skills (thus making her a Runemaiden), then after unlocking her hexes, disable her weapon skills and solely train her hexes. Of course, a Cavalier is much simpler to get and it's a decent class, so I can understand if you think making her a Druid is not worth the effort. Still, Violet is the only one that can fully utilise the Druid class, thus making her more exclusive. Besides, it's not like there is a shortage for Cavaliers. Nora ---- Starting skills: Power Grip mace Invocations Learned skills: Hexes (BR 34) -Depends, but mostly unnecessary Lotions (BR 47) -Essential, no matter which class she becomes Traits: - Any hybrid class is a waste on her, thus limiting her potentials and making her poor choice for end game. - Flachonelle provides total immunity to Silence for the whole union. Primary Role: Damager/Mystic Damager Secondary Role: Immune to Silence (Flachonelle), Debuffer (Lotions) Nora is similar to Loki in many ways, except that she's stuck with power grip style thus she's a poor candidate for Mysticknight and Druid. Therefore, it is best to use her as a pure combat or pure mystic user. This proves to be a much better way of utilising her skills because late in the game she will equip the Flachonelle that provides immunity to Silence, and that's a godsend for mystic unions. If you use her as a pure combat user, she has the potential to become Guardian with her lotion skills late game, but levelling lotion from the ground up is very tricky. It's worth it though because her weapon is more powerful than Loki's mace and it has Weapon Art, thus making her a potential end game character, albiet only decently. Leshau ------ Starting skills: Power Grip mace Evocations Hexes Learned skills: Psionic (BR 33) -Essential to unlock powerful mystic classes Potions (BR 44) -Useless for Leshau Traits: - One of the earliest character to have Hexes, along with Maddox. - All 3 of his mystics are long range capable. Primary Role: Mystic Damager Secondary Role: Morale Booster Leshau, like Pagus, is a born mystic user, only that all his skills are offensive. Thus, he's the perfect candidate for either Thaumaturge or Sage. To achieve that, he must learn Psionic skills, and ensures that either Evocation or Hex is the highest level. A Thaumaturge does a lot of damage and rechange AP while doing so, while a Sage has high resistance to mystic arts and clears status ailments fast. Both are the apex of mystic classes and Leshau does well in either. I presonally favor Thaumaturge as they are just so powerful, and since Leshau's skills are all offensive, a Thaumaturge just suits him a bit better. Trivia: His mace has a unique weapon art, but since he's a pure mystic character it won't be seen. Maddox ------ Starting skills: Two-handed staff Invocation Hexes Learned skills: Remedies (BR 36) -Essential to unlock powerful mystic classes and support healing Herbs (BR 44) -Essential for the vivification Herb. Traits: - Nearly identical to Pagus but has Hexes instead of Wards. - If Pagus doesn't equip the Ama-Gi, Maddox will. Primary Role: Mystic Damager Secondary Role: Healer, Reviver (Herbs), Debuffer Maddox is, in essence, the twin brother of Pagus but he has Hexes instead of Wards. He is also an excellent candidate for Thaumaturge or Sage, though a bit less so compare to Leshau because controlling the level of Remedies skill can be tricky. In my opinion, a Sage suits Maddox slightly better because his Remedies and Herbs make him an excellent support more than an all out damage disher like Leshau, but Thaumaturge works just fine as well. Rhagoh ------ Starting skills: One-handed/Power Grip mace Remedies Learned skills: Hexes (BR 37) -Essential for Rhagoh to dish out some damage Lotions (BR 44) -Highly recommended for emergencies Traits: - Very high INT from the beginning and the Healer class makes him a very powerful healer, even in end game. Can't do much else though. Primary Role: Healer, Debuffer Secondary Role: Mystic Damager (Hexes) Rhagoh is a born supporter. He starts out with only Remedies, so you might not want to put him in a mystic union at the start since many mystic casters already has Remedies. However, after unlocking Hexes, he's the perfect candidate for Bishop, which is a powerful support class and is way better than Healer that Rhagoh starts with. It should be easy for Rhagoh to change into Bishop as long as he sticks to healing unions with some occasional hexing. Darien ------ Starting skills: Two-handed spear Herbs Lotions Learned skills: Remedies (BR 45) -Recommended but not essential since he has lotions Potions (BR 53) -Nice to have since Scout class extends buff durations but entirely unnecessary. Traits: - Very tough thanks to his spear, couple with high level Herbs making him very tanky even in end game. - His spear does decent damage but ultimately not exactly strong attack-wise. - Very low INT means he won't heal much with Remedies. Primary Role: Healer, Reviver, Debuffer (Lotions) Secondary Role: Damager, Tanker Darien starts out as a Scout and his skill set means he can't change into anything else, thus he doesn't require any training. He's a powerful supporter due to his high level herbs and powerful weapon, and some training on lotion allows him to remove status ailments too, but usually refresh does that job much better unless he's been silenced. Glenys ------ Starting skills: One-handed/Power Grip katana Remedies Learned skills: Evocations (BR 47) -Useless for Glenys since her INT isn't exactly high. Herbs (BR 55) -Essential for the Vivification Herb Traits: - Although she has high level Remedies, she's very weak to attacks, and her one handed katana isn't that strong in offense either. Primary Role: Damager, Healer, Debuffer Secondary Role: Reviver (Herbs) Glenys is a born Cavalier, and she changes into one after some battles, so there's no need for any training. One thing to remember is that one-handed style is needed to unlock her weapon art, thus it's wise to train that rather than power grip. It's possible for Glenys to turn into a Scout by training herbs, but I find it a pointless exercise since she performs just fine as a Cavalier. Emmy ---- Starting skills: Dual-Wield sword Remedies Learned skills: Hexes (BR 45) -Useless for Emmy since her INT isn't that high. Traps (BR 57) -Useless for Emmy Traits: - Quite a lot tougher than Glenys even though they're very similar. Dual Wield is a powerful style and does a lot of damage. - Hundred Flowers require Emmy to be near-death, and it doesn't provide total evasion before execute, making it a high-risk, decent reward skill since it does less damage than powerful skills like Lugh's Revenge. Primary Role: Damager, Healer, Debuffer Secondary Role: Leader (Hundred Flowers, Summon) Emmy, like Glenys, is a born Cavalier, and her skill set doesn't allow her to do much else, thus she doesn't require specific trainings. She should turn into Cavalier automatically after some battles. One-handed style is needed to unlock her weapon art, but since dual-wield is a much stronger style, it's up to you to decide which is more worth the effort. You could train both, but that takes huge amount of time. It's theoretically possible to make her into a Wonderer by training traps, but I find no reason to turn her into an item class. Roberto ------- Starting skills: Power Grip sword Potions Learned skills: Invocations (BR 46) -Useless for Roberto since his INT is very, very low. Explosives (BR 57) -Useless for Roberto unless you want to make him a Thief. Traits: - Reasonably tough and does decent damage. - He's also the only person, apart from Rush, to be able to use Frostblade, a powerful remnant weapon. Primary Role: Buffer (Potions), Passive Debuffer (Bard) Secondary Role: Damager Roberto starts out as a Monk, however because of his high level potions, he'll automatically change into Bard after some battles. Bard is a powerful item class because of it's powerful debuff bonus that clears all status ailments in one or two turn. Usually training potions is a tedious task but since Roberto already has them, he'll be a powerful assets to any combat or hybrid unions. It is possible to turn Roberto into a Thief by training his explosives, but it's a pointless exercise since Bard suits him much better and Thief's item focus characteristic often gets in the way. Gaou ---- Starting skills: Power Grip sword Lotions Learned skills: Hexes (BR 48) -Useless for Gaou as his INT is woeful Traps (BR 58) -Useless for Gaou Traits: - He's the only character, apart from Zuido, to be able to use Obsidian, which is extremely powerful. Primary Role: Debuffer, Reviver (Lotions) Secondary Role: Damager Gaou starts out as a Hunter thanks to his very high level lotion skills, which makes him an excellent supporter. He doesn't require much training because it's not possible for him to turn into other classes, but you might want to train his combat arts because he's the only one that can wield the powerful Obsidian remnant weapon. Allan ----- Starting skills: Dual power grip sword Invocations Explosives Traps Learned skills: Hexes (BR 50) -Useless for Allan as his INT is pathetic Shards (BR 66) -Useless for Allan unless you're making him an item user Traits: - Has 3 offensive item skills, but unfortunately since he starts out as Deathknight its not possible for him to change into any item class. - Starts with fairly weak weapon, but has a very strong final weapon with deadly powerful weapon art. - Unlike most Sovani like Torgal and Wyngale which has fairly balanced stats, Allan's INT is woefully low compared to his STR. Primary Role: Damager Secondary Role: Item User Allan starts out as the Deathknight, the ultimate class for dual power grip sovani, thus he can't change into other classes. He has some levels in explosives and traps and he could learn shards, thus you might want to make him an item user. However, he does the most damage with combat skills and he has weapon art later, therefore he has a place in pure combat unions as well. Personally I won't bother with Allan because I have more powerful characters in stock, however his final weapon does look cool and does a lot of damage, if you train him properly. He has some Invocation skills, however I recommend shutting it off since they get in the way more than being helpful, and his low INT means he won't do much damage with them. Paris ----- Starting skills: Two-handed staff Remedies Psionics Learned skills: Wards (BR 50) -Essential for support Traps (BR 65) -Useless for Paris Traits: - Fairly tough thanks to his class, and has Remedies making him a powerful tanker. - Does average physical damage, but starts out with fairly high Psionic skill. Primary Role: Healer, Debuffer, Tanker (Paladin), Morale Booster Secondary Role: Damager Paris starts out as a Paladin, and a good one at that because of his powerful Psionic skills as well as Remedies skills which make him excellent support in hybrid unions. He even gets Wards in late game which further enchance his support role. He doesn't do that much physical damage, mainly due to his weapon, but then his psionic skills make up for it. In theory, he could become a Commander if you train his wards hard enough, but Paladin suits him much better because it offers damage reduction which complements to his support skills. Kate ---- Starting skills: One-handed mace (with shield) Hexes Learned skills: Evocations (BR 52) -Recommended but not essential Explosive (BR 64) -Useless for Kate Traits: - Starts out as Druid, which is a crippling drawback as it is weaker than Specialist when it comes to hex damage. - Her shield can be upgraded to unlock Soulshield shield art. Primary Role: Mystic Damager Secondary Role: Damager Kate starts out as a Druid, which is a massive disadvantage because she isn't using a two-handed weapon, thus she can't bring out the class's full potential. However, her skill set doesn't allow her to change into anything else apart from Thief, which is even more inappropriate. Thus, I recommend avoid hiring her becauses if you need powerful hex users, Yuniver or Zolean is a much better choice. Aside from the class problem though, she's a fairly powerful hex user that's also decent in physical attacks. Sheryl ------ Starting skills: Two-handed staff Evocations Learned skills: Hexes (BR 51) -Recommended but not essential Lotions (BR 63) -Recommended for emergencies Traits: - Doesn't have much traits since she basically specialises in evocations and not much else. Primary Role: Mystic Damager Secondary Role: Debuffer (if you take the trouble to train her Lotion, which is entirely unnecessary) Sheryl is a powerful marksman with her high level evocation skills, and after unlocking hexes she is a decent mystic user. I personally didn't hire her because she only has two mystic arts which prevent her from getting higher rank mystic classes, and they are many other mystic users with more skills. Still, if you need more long-range casters, or if you're trying to build a long-range mystic union, Sheryl could be useful. If you're using her actively, try not to use her combat arts to prevent her changing into Mysticknight, but then her physical attack is so weak you won't want to anyway. Irina ----- Starting skills: Two-handed staff (changes to one-handed katana with Nightbloom) Remedies Lotions Traps Learned skills: Psionic (BR 76) -Essential for Irina to dish out some damage using her high INT Shards (BR 85) -Essential to become Alchemist, useless otherwise Traits: - Insane amount of INT and insane amount of AP. This allows her to literally heal any union from 1 HP to 100% with one use of Revitalize, and provides valuable AP pool to a mystic union. - Limited in offensive capabilities until she learns Psionic. - Very weak to attacks. Primary Role: Healer, Debuffer, Item User Secondary Role: Morale Booster Irina starts out as a Scholar, which is one of the hardest class to achieve in the game simply because it's requirements are dangerously close to the item classes, which are easier to obtain. It requires a balance of mystic and item skills while having INT value between 41 and 47 because any more than that and you'll get the item class instead. A Scholar has extra max AP and most importantly it has immunity to instant KO attacks. Unfortunately, Scholar is also the easiest class to lose because you'll change into a rank 5 item class as soon as you have over 47 INT or STR unless you stop using item skills immediately after getting this class. Irina has the same problem because she'll easily change into a Hunter or Wonderer if you overuse her item skills. Thus, to prevent that from happening you must disable both her lotions and traps. For lotion you can just disable the eye cream because other skills are very situational. Don't get me wrong, both Hunter and Wonderer are decent item classes, but a Scholar suits her better still because of the instant KO immunity, which ensures her survival from Curse and instant-kill effects from attacks. Ultimately however, the best class for Irina is the Alchemist class, because she has 3 item arts to benefit from it and best of all it also has immunity to instant KO attacks. Thus, the best way of training her is to disable her item skills until you unlocked shards, then train that until she turns into Alchemist, then only re-enable all her skills. This allows her to jump straight from Scholar to Alchemist without losing the immunity to instant KO benefit. Trivia: Later in the game Irina will ask for the Nightbloom, a powerful remnant katana. Many gamers prefer to give that to Emmy instead because they believe that giving it to Irina is a waste since she can't do much damage with it. However, I recommend giving it to Irina because of that +50% max AP bonus (after upgraded) which complements to her already massive amount of AP, and coupled with a high level amulet that provides another 40-50% max AP bonus the amount is just insane. In fact, if you keep her as a Scholar, which provides yet another 20% max AP, she alone could easily hold 350+ AP, which is 3 to 4 times more than most characters. This makes her essential in mystic unions because the massive AP tank allows them to unleash powerful skills continuously in long battles, and after the AP is used up she could just start tossing shards until its recharged. Zolean ------ Starting skills: Power Grip katana Invocations Hexes Learned skills: Evocations (BR 59) -Essential to unlock powerful mystic classes Traps (BR 71) -Useless for Zolean Traits: - Starts with powerful hex skills. - Very weak to attacks, especially when compared to other Yama squad members. Primary Role: Mystic Damager Secondary Role: Er.... none Zolean starts out as a Specialist, which makes his hexes very powerful. He's an excellent candidate for Sage or Thaumaturge but you'll need to train his evocations from the ground up. In Zolean's case a Sage is easier to obtain because his hex level is higher than other skills, but a Thaumaturge suits him better because all his mystic arts are offensive. Sibal ----- Starting skills: Power Grip mace Herbs Lotions Learned skills: Invocations (BR 75) -Useless for Sibal since he doesn't have much INT Explosive (BR 86) -Useless for Sibal Traits: - Starts out as Guardian, coupled with the Daedalus making him abnormally tanky even when compared to the likes of Baulson. - Daedalus does a lot of physical damage and is one of the more powerful remnant weapons in the game. Primary Role: Tanker, Reviver Secondary Role: Healer, Damager Sibal starts out as Guardian, which is perfect. His skills set means there are no other classes possible, and that means no training is required to use him effectively. He's also the only one that can wield the Daedalus, an extremely powerful remnant weapon. Yuniver ------- Starting skills: Two-handed spear Invocations Hexes Psionics Learned skills: Evocations (BR 74) -Nice to have but not necessary since Yuniver already has many powerful skills on hand Potions (BR 84) -Useless for Yuniver Traits: - A generally powerful mystic character with high level offensive skills. - Starts out as Wizard but can be easily upgraded to Thaumaturge or Sage because of the already high-level skills. Primary Role: Mystic Damager Secondary Role: Morale Booster Yuniver starts out as a Wizard with powerful psionic skills. However, because he also has powerful hexes and decent invocations, he's the perfect candidate for Thaumaturge or Sage. Thaumaturge will suit him better but will require slightly more work because his invocation isn't as high level as his hexes. If you're into pure mystic groups, Yuniver is a must have. Duke of Ghor ------------ Starting skills: Power Grip axe Learned skills: Psionic (BR 73) -Useless for Duke since they often get in the way more than they're helpful Potions (BR 85) -Useless for Duke Traits: - Does insane amount of damage with the Bilqis, and has a lot of HP typical of a Yama. Bilqis provides 50% bonus HP after upgraded. Primary Role: Damager, Leader (Bel'kwinith's Fury) Secondary Role: Tanker (Bilqis's HP bonus) Duke of Ghor starts out as Axman, a super-powerful one at that because of his Bilqis, which is an extremely powerful remnant weapon, and the axman class further increase it's damage to extreme levels. Thus, I don't recommand changing him into any other class because he's the perfect damage disher and a must have for pure combat unions. His remnant art, Bel'kwinith's Fury, is so powerful that only the strongest rare monsters and bosses can survive a single hit from it (A single critical hit can do over 200,000 damage). I highly recommend hiring him and take some trouble to train his combat arts, it'll make boss fights quite a bit easier. Haruko ------ Starting skills: Two-handed spear Remedies Learned skills: Invocations (BR 76) -essential for Haruko to do some damage Lotions (BR 83) -recommended for emergencies Traits: - High INT and high level Remedies, but not much else. - Can wield the Malystrix, a fairly powerful remnant weapon. Primary Role: Healer, Debuffer, Reviver (Kiss of Life) Secondary Role: Mystic Damager (Invocation) Haruko is a born healer thanks to her super-high level remedies and nothing else. However, after unlocking invocations she could dish out some damage as well using her high INT. She's the perfect candidate for Bishop since her high level remedies means that she's guaranteed to change into one simply by training invocations. Wyngale ------- Starting skills: Quad-wield/Dual power grip katana Invocations Evocations Hexes Remedies Psionics Traps Learned skills: Wards (BR 77) -Highly recommended for support Shards (BR 84) -Useless for Wyngale Traits: - Has all sorts of mystic arts at the ready. - Has fairly strong physical attacks, but is weak to attacks. Primary Role: Mystic Damager, Morale Booster, Healer, Debuffer Secondary Role: Damager Wyngale starts out as a Cleric, which is a suprise since he has so many mystic arts that a mystic class would be so much better for him. Still, even in Cleric class he's a formidable mystic user with all sorts of skills at his disposal. I recommend disabling his trap skills since they get in the way of his many mystic arts. Wyngale is a perfect candidate for Warlock, the highest rank and most powerful msytic class, because his skills set means that its possible for him to learn every arcana available. Still, getting every arcana is a difficult job thus you might want to settle for Commander instead since training wards is a lot easier, but its worth the effort. Either way, a Warlock or even Commander is a much better fit than Cleric so you should take the trouble of training him. Don't get me wrong, it's not essential, but it's worth the effort. He's also a candidate for the Ninja class because of his Katana skills, and the fact that he starts with Cleric class means that getting the Ninja class is pretty straightforward by simply training his quad wield and weapon skills, however a mystic class still suits him much better. Khrynia ------- Starting skills: Power Grip katana Invocations Evocations Explosives Shards Learned skills: Hexes (BR 73) -Recommended but not essential Lotions (BR 83) -Recommended for emergencies Traits: - The only true item focus character among all unique leaders, but has fairly strong physical and mystic skills too. - Quite weak to attacks and her HP/AP isn't very high. Primary Role: Item User, Damager, Mystic Damager Secondary Role: Healer (Moonlight) Khrynia is by far the most versatile character you can hire. She has MAX level explosives, very high level katana skills, and some high level evocations and invocations as well. This makes her useful in any kind of union, be it combat, mystic, hybrid, item or even support thanks to her Moonlight shards and she even learns Lotion. Although she starts out as a Thief, her high level shard skills mean that she automatically turns into Alchemist after some battles and stat gains. It's possible to stop that change by using her explosives so that her shard level is way below it, but I find no reason to do that because Alchemist is by far the best item class in the game (albiet the Thief's Slowdown effect is highly useful). I recommend hiring her even if it means replacing one of your lesser characters. She does have little HP at the beginning though thus you might not want to make her the union leader. Trivia: After getting the Witch's Seal, she'll be able to perform Dual Snowpedal, which requires Khrynia to be leader and Irina in the same union. It's an imitation of the Twin Snowpedal used by Hannah and Hinnah, and it's just as lethal. Leucetius --------- Starting skills: Dual power grip mace Invocations Evocations Hexes Remedies Learned skills: Psionics (BR 82) -Essential if you want to make him a Warlock, otherwise its not necessary Explosive (BR 91) -Useless for Leucetius Traits: - Very similar to Wyngale, but he starts out in a more suitable class. Primary Role: Mystic Damager, Healer, Debuffer, Passive Debuffer (Sage) Secondary Role: Morale Booster (Psionic) Leucetius is the last unique leader you can hire, and basically he's Wyngale's twin but without ward skills. However, unlike Wyngale, he starts out as a Sage, which is perfect for him. He's also a potential candidate for Warlock but you'll have to train his psionics from the ground up. I personally think Sage is already ideal for him though, so it's up to you whether you want to take the trouble. ############################# Finally, the summary ############################# Enjoy perfecting your characters.
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